| Herkymr the Silly |
Did I misunderstand? 1st level is Aristocrat. 2nd level is cleric.
Yes you build using that method.
When we figure actual levels for exp and such I actually will be ignoring the npc level. I like it because it helps flesh out backgrounds and definitely gives a minor boost to week 1st level toons.
As for the horse question....probably...can you send me a break down and /or link of information on it and the break down of your purchase price so I can become more familiar before I give a final yeah or nay.
Also how do you propose being a vampire at level 1? Not opposed to it if it can statistically be worked out with in rule set so that it doesnt power game or weaken your toon.
For realm works access...I need an actual email address to send an invite to join realm to through Realm works program. PM me this so i can hook ya up.
clerics get channel at 1st level
| Herkymr the Silly |
Dhampir, not vampire.
Also just to clarify, the Aristocrat and Cleric are both your level one. My understanding was that you take a level in NPC class, then take a level in PC class as if it were the first.
Drow and drow noble were a definite no. Dhamphir was a most likely no as stated in creation guide lines.
I would need a very very very convincing story for a dhamphir.It can be done but will take work
| Harakani |
@Herkmyr: Sure - I saw that you said that. If the background isn't enough, I certainly understand.
Everything should be either in the character link, or linked off there.
http://paizo.com/people/MiloBlackwolf
I wasn't sure what to do setting wise. I put some things in, once I see the setting (I've PM'd you) then we can look at what would need to be changed.
@Jerram: So, you effectively take the classes concurrently as a sort of gestalt at level 1. Cool.
| Herkymr the Silly |
1,) I like the concept, I like the dhamphir. How stuck on dhamphir are you? If we could accomplish the same "racial" style/ background style without the race. would you b ok with this?
example... what if we give you the vampire template but you dont have access to all of it to start with but "grow" into your powers as we game?
One of the reasons that I am trying to avoid the dhamphir is that it tends to be "game specific" or to some degree "copyrighted". I am using this game as a jumping point or starting point for the world I am writing in. The game is intended to help me iron out a few of the minor details or bring to light the big details I have missed thus make my writing more complete. With that in mind it is easier for me to use races other than the "copy righted" ones as it saves me time because i do not have to rewrite or adjust what is happening in the game.
2.)explain what you mean by "personality" as you refer to it in your story background
3.) how will you speak with your animal for giving commands and such? Unless you had a language like necril (i believe that's it) and the horse has an intelligence level then it cant learn tricks not be talked with in the least.
4.)I would like more description of your growing up time...thus your manor if you will and your parents heritage. It makes it easier for me to connect you to the world in a realistic way. Look at the map of the world in Realm Works (Realm) and place your history on it for me.
5)cleric that heals or inflicts? I wasn't seeing it right off but maybe you already addressed this any who I'd like to know for certain.
| Harakani |
1. 'Dhampir'
Not especially, I suppose. I think the fact that you called them out while I was thinking about concepts buried it in my mind subconciously.
I've had a similar character in my first ever PbP years ago. The game quickly died. I thought the concept was interesting, and when I saw your game it immediately appealed to me.
Dhampir seemed to fit somehow. Something about the desert as an analogy for undeath.
I can see now why you are trying to avoid Dhampir - I had worried it was a tone thing. I'm happy to work something out. I think you will need to be careful not to run into the Lumley or White Wolf vampires. Sticking closer to Dracula (which I believe is public domain) should help with that.
You might want to look at the Strigoi and the mythological Dhampir as possibilities.
Growing into powers would work.
Incidentally, so as not to be too much of a constraint on the others I took a trait that would mean he could travel in daylight.
If this is the way you want to go, I'd subsume his entire cleric class into a 'racial power'. He's not a vamp AND he can channel energy... he can channel energy BECAUSE he's a vamp.
If you have any themes for the game it would be good to work them in at this point, so that vampires can have a unique twist on them in your world.
2. Personality
One trick I try to use when writing characters is to create a lens through which they see the world, and that in turn shapes their personality. This sort of moves away from alignment. If you are a poet, Milos will be very nice to you. If you are a peasant he almost literally doesn't care if you live or die.
3. Commanding
Mechanically a horse skeleton is just a skeleton. By casting the Animate Dead (via a scroll) Milos can command it. The game is vague on how.
It can't learn tricks - but can be commanded in a way most animals can. On the other hand it has no initiative. It's shaped for a saddle (well, the other way around) and can bear human weight. It may not be comfortable, but it can be ridden.
4. Background
Sure, more background is fine.
I've looked through the map, but short of some rough geological features and place names I don't have much to go on.
I was assuming an analogue to mythological transylvania/historical romania.
Somewhere vampires could farm people, and not provoke a massive attack.
Highly mountainous would be good. Forests also. Mountains and forests help to ensure people cannot just run away. Something like Ravenloft, I suppose.
On the other hand, it needs to be possible (and useful) to ride a horse. Everyone does Vampires on mountains... if you wanted to do something different than a different type could be useful. Undead horses could happily traverse frozen wildernesses or barren deserts without dying, for example.
5. Healer?
This is actually the sticking point, because it relies so closely on a published mechanic.
Clerics of Undeath have a power called Death's Kiss. This allows them to temporarily render a living creature 'undead'.
As a negative channeler Milos can heal undead.
Therefore he can Death's Kiss someone, then channel to heal as normal.
| Miloș Blackwolf |
Milos is a cleric. I've got a reasonable refocus on channeling, but I could push it into wisdom.
Or are you specifically looking for wizard/sorceror? They do have better utility spells.
Thinking about vampires. Looking for a twist on them. How is this?
(A) there was a very, very large city
(B) some of the population turned to Blood Magic
(C) Blood Magic infected them, turned them vampiric
(D) City abandoned
(E) Bats, rats and wolves move in. Some humans remain.
(F) Vampires start farming humans
Under this model Milos would be a Blood Mage, in the process of going vamp.
| Herkymr the Silly |
Oh, crunch was in the profile. Sheet is here.
Happy to move things around as per your suggestion from above.
Uh, is there anything people need in the game? Is a mounted archer channel cleric going to be of use?
HERE IS THE OFFICIAL NOT SO BIG NOR SO SNAZZY BUT OFTLY EXCITED INVITE!!!
please join us
| Herkymr the Silly |
Could use one more character to join in our game.
See the creation guidelines and pm me if interested. I do also have a copy of a player use realmworks license so we can work with that as needed.
Let me know if interested
so far we have
a druid
2 rangers
a ninja
a monk
&
A cleric
We can as a group bounce with whatever you decide to make.
If you submit a crunch (story crunch submittal not mechanics) I will be taking atleast the basics of it to the group to see if they are interested in adding you in.
Feel free to read over game play and other posts to see how the story and group flow. It is just starting to get "fun" for an established group instead of just individuals
Iron Killer
|
To continue the conversation we were having on the other recruitment thread, if it will make everything easier to fit into the story I guess I could try the spellslinger archetype so my wizard would build his own pistol with the "battered" condition and use my Gunsmithing feat and the $300 I would be using for a magic weapon to "repair" my pistol and make it a masterwork pistol as stated in the Gunsmithing feat.
| Thaliak |
Here is my character proposal.
When I tell people I teach history, most of them shake their heads, say "That's nice," and continue focusing on their current problems. The politer ones might say, "That's good. It'll help us avoid the mistakes of the past." That's a nice theory, but I don't know if I agree with it. History rarely resonates with people enough for them to ignore the impulses that lead us to make mistakes.
But I still love looking at the past. It might not be able to offer a guide to day to day life, but it's full of proof that an individual with grit and vision can change the world. From half-starving guerrilla warriors who huddled in tunnels to push invaders away to famous orators who abandoned political expediency to advocate racial equality, to farmers who risked death to grow the forbidden crops that would earn them enough to feed their family, history is full of people who triumphed over adversity.
Give your child enough time in my classroom, and I will get them as excited about history as I am–or at least as excited as you can expect a teen to be. By using every trick in the orator's toolbox, I can make the Wheat Debate of 1126 as exciting as the Civil War of 1743.
But there are many great orators, you say, and you would be right. Fortunately, I have other tricks up my sleeve. The first is a museum full of historical artifacts, which my father gathered for the wizard who oversees this lovely section of the city. Seeing an ancient blade swing through the air brings history to life!
When props seem insufficient, I can fall back on illusions. With images of monsters long dead, I can keep even the sleepiest and laziest noble's son awake and enthralled.
Or so I would have told you a few weeks ago. While my father and I were giving a free lesson in one of the slums, as he loves to do, someone broke into the museum and stole most of the paintings and artifacts my father and his associates worked so hard to gather. Given the security our patron provided, I'm certain the Yellow Scorpions were behind the theft, for they are the only organization with enough resources to pull it off.
I have never thrown a punch or raised a staff in anger, but I intend to now. I will make the Scorpions pay for what they have done, or die trying.
1. My mentor is my father, Davin Gladwell, who once traveled the world to see everything from the ruins of ancient cities to the sites of recent battles. He is too old for that now, but his passion for history remains. Today, he spends most of his time teaching or translating ancient books.
2. I belong to the Society for the Preservation and Study of Historical Artifacts. Most of the members are archaeologists, historians, linguists and explorers, but a few focus on teaching, like me.
For now, I oppose the Yellow Scorpions. In the long term, I would like to turn the city against The Exchange, a merchant's guild that treats everything from ancient paintings to not-yet-illegal but deadly drugs as goods to be sold.
3. Teaching has made me a few enemies, but it has also given me friends, including some in unusual places. Take the halfling Tam Smallfellow, a baker in the Burrows. When he sent his son to me, he was only one botched job away from a decade in prison. Today, he's an accountant for a modest but reliable merchant. He's advanced far beyond what I can teach, but his father Tam enjoys my company and will often send students my way. He's also a great person to talk to when I want to know what goes on in the city's seedier side.
4. Although most of my students like or at least tolerate me, I've had a few bad apples. The worst is "Sir" Talon Valashan, a young noble who has never forgiven me for telling his father I considered him lazy and morally bankrupt. I should have stepped more lightly, for Talon has since used his father's position to become a constable on the west side of the city, where bribes flow freely. I have no doubt he'd love to find an excuse to arrest me.
5. I have no illusions that I will be able to recover everything the Yellow Scorpions stole, but I intend to find what I can, or at least fill my father's museum with wonders from other locations.
Attributes
Str: 10 ["Study does not give me much chance to build my strength."]
Dex: 10 ["I gesture when I talk, and write well. But I'm no athlete."]
Con: 10 ["I've never known starvation."]
Wis: 14 ["To teach or speak well, you must read your audience."]
Int: 18 ["Learning has always come easily to me."]
Cha: 14 ["I've spent a long time honing my craft."]
Traits
Forbidden Knowledge ["I love studying battles, especially the ones that involve calling forces from planes beyond ours."]
Indomitable Faith ["I've seen the changes my work can create in people. It takes more than a few minor setbacks for me to give up."]
Feats
1. Combat Advice ["I'm afraid I'm still a teacher, even in combat."]
2. Spell Focus (conjuration) ["I have a particularly strong connection to my conjuration implement, for it was a gift from my father."]
LevelsExpert 1/Occultist 1
Note: In total, I should have 26 ranks: 11 from my Expert level, 10 from my Occultist level, 1 free Knowledge skill, 2 free ranks in a Profession, and 2 from Forbidden Knowledge allowing me to substitute Knowledge (History) for Knowledge (Planes).
To reflect my knowledge of history:
Knowledge (arcana) 8 (1 rank + 3 CS + 4 Int)
Knowledge (geography) 8 (1 rank + 3 CS + 4 Int)
Knowledge (history) 9 (2 ranks + 3 CS + 4 Int)
Knowledge (local) 9 (2 ranks + 3 CS + 4 Int)
Knowledge (nobility) 9 (2 rank + 3 CS + 4 Int)
Knowledge (planes) 9 (2 ranks + 3 CS + 3 Int)
Knowledge (religion) 8 (1 rank + 3 CS + 4 Int)
To reflect the time I've put into mastering the art of teaching:
Perform (Oratory) 6 (1 ranks + 3 CS + 2 Cha)
Profession (Teacher) 7 (2 ranks + 3 CS + 2 Cha)
Diplomacy 7 (2 ranks + 3 CS + 2 Cha)
Sense Motive 7 (2 ranks + 3 CS + 2 Wis)
Because students often ask awkward questions:
Bluff 7 (2 ranks + 3 CS + 2 Cha)
Because creating illusions requires an eye for detail:
Perception 7 (2 ranks + 3 CS + 2 Wis)
If I touch an object long enough, I see glimpses of the people who have used or made it. Therefore:
Use Magic Device 7 (2 ranks + 3 CS + 2 Wis)
Because spells play such a large part in history:
Spellcraft 8 (1 ranks + 3 CS + 4 Int)
My father taught me to tell real historical artifacts from fakes, so:
Appraise 8 (1 rank + 3 CS + 4 Int)
Common
Dwarven
Elven
Gnome ["The long-lived races often know history humans have forgotten."]
Sign ["Occasionally, I get deaf students."]
The Occultist is a six-level, Intelligence-based psychic caster whose spells are tied to implements, objects that have personal or historical significance. To access spells from a school, the Occultist must have at least one implement tied to that school. For each implement he has associated with a school, he knows one spell from that school of each level he can cast.
Quinton will start with two implements: a wooden dog that he got from his father when he was still a boy, and a ring once worn by his grandfather, a painter who was respected for his wisdom until his death. The wooden dog is tied to Conjuration, while the ring is tied to Illusion.
Knacks (the psychic equivalent to cantrips or orisons)
Create Water ["Why take a break from studying to get water?"]
Ghost Sound ["When I need to imitate a woman's voice to bring a story to life..."]
Level 1 Spells (2 per day)
Mage Armor ["Dogs protect. Mine may be wooden, but it is still a dog."]
Silent Image ["A bird's eye view of Fifth Port as it used to be really helps students understand how much it's grown."]
Occultists also get a pool of mental focus that they can invest in their implements to unlock thematically-appropriate abilities. The pool is equal to the character's occultist level + his intelligence modifier, so Quinton will start with 5.
At the start of the game, three points will be invested in the wooden dog and two will be invested in his ring.
Each implement has a "resonance power" that gains strength based on the number of focus points invested in that item at the start of the day. An item with zero focus remaining loses its resonance power.
Conjuration power: Casting Focus (Su)
The bearer can add the implement as an additional focus component to any conjuration spell he casts that has a duration measured in rounds per level. If he does so, he adds 1 to his caster level for every 2 points of mental focus stored in the implement (to a maximum bonus equal to your occultist level). This increase applies only when determining the duration of the spell. Apply this increase after other effects that adjust a spell’s duration, such as Extend Spell.
Illusion power: Distortion (Sp)
The implement allows its bearer to distort his form and location, protecting him from harm. As a standard action, the bearer can gain a concealment miss chance equal to 5% for every point of mental focus invested in the implement (to a maximum of 5% + 5% for every 2 occultist levels you possess) until the next time the bearer makes an attack. If this miss chance reaches 50%, it doesn’t increase further, but the bearer gains all the benefits of invisibility. Creatures with see invisibility, true seeing, or similar abilities ignore the miss chance from this ability.
The Occultist can spend mental focus points to activate focus powers tied to his implements. Each implement comes with a base power and a list of powers the occultist can select as he levels. In most cases, the focus powers resemble spells.
Conjuration Power: Servitor (Sp)
As a standard action, you can expend 1 point of mental focus to summon a servitor. This ability functions as summon monster I, but you can use it only to summon a single creature, and the effect lasts for 1 minute. At 4th level and every 3 levels thereafter, the level of the summon monster spell increases by 1, to a maximum of summon monster VII at 19th level. You can’t have more than one servitor in effect at a time. At any time, you can expend 1 point of mental focus as a free action to extend the duration of an active servitor by 1 minute.
Illusion Power: Minor Figment (Sp)
As a standard action, you can expend 1 point of mental focus to create a minor figment. This can function as either ghost sound or minor image. In either case, the effect lasts for a number of rounds equal to your occultist level. If you are 7th level or higher, the figment lasts for a number of minutes equal to your occultist level, and you can cause the figment to change once during its duration when a specified condition occurs.
Illusion Power: Cloak Image (Sp)
As a standard action, you can expend 1 point of mental focus to hide your appearance behind an illusion, as disguise self. The effect lasts for 1 minute per occultist level you possess. At 5th level, you can instead expend 2 points of mental focus to appear as a creature of a different type, but you must remain the same size. At 7th level, you can expend 1 additional point of mental focus to target a willing creature other than yourself with this ability.
This character is meant to be a font of knowledge. In addition to providing information on Fifth Port and the other areas we travel to, he should be able to identify the weaknesses of the monsters and humanoids we encounter.
In combat, I'm hoping to provide battlefield control by summoning monsters to draw attention away from the rest of the party and using illusions to trick our foes. Eventually, I'll also get a few enchantment focus powers that will allow me to move enemies around. I'll never be great at controlling groups of enemies, but I'm hoping that won't be necessary.
I might also be able to provide a few buffs. Right now, I have two ways to do that. The first is Mage Armor, which will make the monk hard to hit. The second is the feat Combat Advice, which will allow me to grant a +2 competence bonus to a single attack roll against a specific target as a move action.
I'd like to make my Magic Item a pair of glasses that grant me Detect Magic, as per the cracked Orange Prism Ioun Stone. I'd buy the Ioun Stone, but I can't stand the idea of having a rock floating around my head. I want Detect Magic so I can use Spellcraft to identify items.
The glasses were one of the many artifacts recovered by Quinton's father. Because his father never managed to tie them to a specific individual, they have little historical value. However, Quinton can still use them to gain a small measure of the magic that their former wearer, a diviner, possessed. Eventually, they'll become my divination implement.
I've tried to describe each of the Occultist's mechanics briefly in the sections above. You can find other details on the class here.
Hopefully, my teacher will be a good foil for the more combat-oriented people in the story. Let me know what you think.
| Herkymr the Silly |
So...Not that familiar with Gunslinger or the Spellslinger. I have been running over the two trying to compare.
What I am seeing is as follows--i will list wiz/spell sl
1)arcane bond -- +1 spell per day / arcane gun must use gun to "spell"
2)cantrips / mage bullets
3)scribe scroll / exotics gun
4)arcane school /school of gun
However
***the # of spells per day doesn't change
***the number of slots per level doesn't change
***The ability to use m.magic on spells doesn't change
It appears to me that basically for the use of the gun, the wizard gets some pretty hefty penalties on what spells he can use. Not to mention that if his gun misfires he can lose ALL ability to cast spells BUT
if a bonded item is stolen only a penalty applies but spells can still be cast. Wiz also gives up cantrips (which actually can be pretty game changing) to get [i]a chance[i] to do additional damage IN COMBAT ONLY.
Cantrips are good for more than combat so the spellslinger loses the utility roll that wizard fill so well in order to be better in combat???
Am I understanding this correctly??? If not please enlighten me to anything i missed.
Over all I am not a fan of this archetype.
Another option that I would be willing to work with (exacts can be negotiated with some leeway)
NPC class gets a feat. -- take exotics guns feat
use first class level feat to take gun smithing feat
use background bonus item "money" to purchase one of the following
**buckler gun / coat pistol / sword cane pistol / pistol
Then whatever money from the "allotted" magic item can be used to purchase the following only. *** powder & horn / bullets(no adamantine or metal cartridges)
Would this Suffice then? I think that it would work then the gun would be tied in with your background just like the magic item would need to be. The connection would have something to do with how and why the gun "inscription" lights up when using your spells.
I would love feed back and opinions from everyone on this.
I think it would add flavor and flair to the game without over or under powering
| Herkymr the Silly |
Here is my character proposal.
** spoiler omitted **...
I like it. Think it will be a good addition to the group. I would suggest (suggestion only) that the group you dislike due to them selling everything....become the Copperhead Conglomerate. This is basically their premise.
If anyone else has input lets hear it.
If not then feel free to join in.
I will send a PM with a connection as to where you meet or start with the group.
Glasses as desired are fine. Sounds appropriate to the flavor and feel of your character.
We will give til tomorrow evening Mountain Standard say 9 for any input from others.
If non is received then enter gameplay
Iron Killer
|
It was for those very reasons that I never liked that archetype and tried to work around taking it. The reason I never suggested taking Exotic Weapon Proficiency before was because of the prerequisite of a base attack bonus of+1 which neither Adept or Wizard get till level 2. Though if you and the other players are willing to over look that I'll start creating him today. Also he alway was going to have a standard pistol, the elongated barrel is just for show and doesn't add anything to the power or abilities of the weapon.
| Thaliak |
Thaliak wrote:I like it. Think it will be a good addition to the group.Here is my character proposal.
** spoiler omitted **...
Awesome.
I would suggest (suggestion only) that the group you dislike due to them selling everything....become the Copperhead Conglomerate. This is basically their premise.
That makes sense. I forgot you mentioned them in the list of organizations you sent me.
| Herkymr the Silly |
It was for those very reasons that I never liked that archetype and tried to work around taking it. The reason I never suggested taking Exotic Weapon Proficiency before was because of the prerequisite of a base attack bonus of+1 which neither Adept or Wizard get till level 2. Though if you and the other players are willing to over look that I'll start creating him today. Also he alway was going to have a standard pistol, the elongated barrel is just for show and doesn't add anything to the power or abilities of the weapon.
LETS SEE HIM. Yeah
| Thaliak |
Dwarf War Priest, I don't think Herkymr was offering a deadline for other people to submit a character. I interpreted his post as "Thaliak, if no one else has any concerns or questions about your character, you can start posting after this point."
Herkymr, I can't find a way to send rolls to you using the private message system, so I'm going to make them here.
Knowledge (local):
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (13) + 9 = 22
1d20 + 9 ⇒ (13) + 9 = 22
Knowledge (history):
1d20 + 9 ⇒ (19) + 9 = 28
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (19) + 9 = 28
Knowledge (arcana):
1d20 + 8 ⇒ (18) + 8 = 26
1d20 + 8 ⇒ (4) + 8 = 12
1d20 + 8 ⇒ (6) + 8 = 14
Knowledge (religion):
1d20 + 8 ⇒ (16) + 8 = 24
1d20 + 8 ⇒ (6) + 8 = 14
1d20 + 8 ⇒ (14) + 8 = 22
| Andramal |
Looks like it got a little busy in the last couple days.
Unfortunately I shall have to withdraw my interest for now. >.< RL made things a bit busier, so adding on a game wouldn't work out now. But at least I know you got some other options coming your way. May you all have fun, and sorry for the distraction. :)
| Herkymr the Silly |
Looks like it got a little busy in the last couple days.
Unfortunately I shall have to withdraw my interest for now. >.< RL made things a bit busier, so adding on a game wouldn't work out now. But at least I know you got some other options coming your way. May you all have fun, and sorry for the distraction. :)
\
shame would have enjoyed you joining in Keep us in mid if you get where you can join in send me a pm we will see whats possible then. Good luck with all.
| Herkymr the Silly |
Dwarf War Priest
you are right. I am not leaving a deadline I figure that we will keep this ongoing for interest then if any some odd reason we lose someone we have an easier chance picking someone else up.
Just an FYI for PM's If i ask for a role just put them in a spoiler in discussion or at the end of you game post with PM rolls or somesort of title. Then send me in PM only the totals of the rolls.
Example
then in PM simpley send
s. motive = 1005
this allows me to know the roll and the other players to only see a dice roll if they do look.
MAKE SENSE????
| Thaliak |
Just an FYI for PM's If i ask for a role just put them in a spoiler in discussion or at the end of you game post with PM rolls or somesort of title. Then send me in PM only the totals of the rolls.
Example
** spoiler omitted **then in PM simpley send
s. motive = 1005
this allows me to know the roll and the other players to only see a dice roll if they do look.MAKE SENSE????
Yes. I'll do that in the future.
| Herkymr the Silly |
Here is my character sheet, but I am still working on the backstory.
looks good . do you have a spellbook for recording spells? If not how do you record them? Also which is the profession and knowledge you gain for bonus in character creation?
| Veilwar Shadow-Walker |
Know A
1d20 + 9 ⇒ (16) + 9 = 25
1d20 + 9 ⇒ (18) + 9 = 27
1d20 + 9 ⇒ (14) + 9 = 23
Know E
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (4) + 9 = 13
1d20 + 9 ⇒ (19) + 9 = 28
Know H
1d20 + 4 ⇒ (13) + 4 = 17
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 4 ⇒ (11) + 4 = 15
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (15) + 4 = 19