| Taemon'dow |
If you want to get the Longbow proficiency, you could take the Weapon Bond background trait. Of course you'd then be unable to take the Toxophilite trait, but you would be able to use your impressive Wisdom as your relevant stat instead of Dex. That would give you proficiency, and start you out with a +6 to hit at level 1.
The only other ways I can think of to get Longbow proficiency would be to either spend the feat, or take a one level dip in another class like Eric did.
| DarkOne the Drow |
Thanx for the suggestions.
Luckily all outsiders have weapon proficiency of all simple and all martial weapons, and any other weapon listed under outsider text. For Plumekith, there was no additional weapons mentioned so just the simple and martial weapons, of which [composite] (short/long) bows belong to martial weapons. Outsiders only get armour proficiencies only if armours are mentioned in the outsider text. For Plumekith, no mention of armour, thus no proficiency for armours and shields.
You do make a very compelling suggestion of using Weapon Bond trait instead Toxophitlite trait. Seems to be a better option to me too.
| Taemon'dow |
Plumekith are not the same as Outsiders from the Bestiaries. They are Native Outsiders who only have the abilities listed in their race entry, and those determined by their class, so unfortunately they do not get all martial weapons.
For all these questions relating to what Aasimar and Plumekith get, there is a simple rule of thumb; assume that if it is not listed on their race page, they do not get it. While their abilities are definitely beyond those of a regular human, they are only partially outsider and are still partially human, so they get some outsider-like traits, but not all of them. The traits they do get are the ones listed in their race entry. The abilities they don't get are the ones that are omitted from their race description.
| DarkOne the Drow |
With less than 2.5 hours to go before Tuesday the 1st October I definitely not going to make it with the complete background to get the bonus feat. I was planning to take the nightflier's Dodge feat. At least the skeleton of background is there that I will expand over the next few days to complete it, as I always like to have nice detailed backgrounds for my characters.
My head is killing me, and I going to sleep now.
I also guessing there are also no errors in the mechanics part of the character.
nightflier
|
@All
The game begins on Tuesday, October 1st. Please finish your characters by then. The maximum number of players for one game is 9, the minimum is 4. If there is not enough players for two parties, but more than 9 players in total, I will choose 9 PCs for the Party 1 and the remaining players will be put on a bench until there is vacancy.
Once again, I mixed up some dates. The game does not begin tomorrow, but in a weeks time. Other things stand.
| Grand Moff Vixen |
Whew +1. I was prepared to wrap it tonight if I needed to, but a little breathing room is very welcome!
+flopsintoachairandbreathesasighofrelief.
Now I have more time to get the creative juices going. Having just learned more about the shadowlands I will be able to come up with something good.
| Eadfaas |
Here's the profile for Eadfaas.
Still need to pick one Feat and a Talent, and iron out a rough spot or two in the background.
He's basically a face/merchant with Sleight-of-Hand and Stealth as a last resort. Hates melee combat (you would, too, if you were the size and weight of a 6-year-old kid), but has learned to turn anything into a ranged weapon. Also lucky as all hell.
Any input on Feat/Talent selection? For Talents, I'm thinking Charmer, Follow-Up, Natural-Born Liar or Skilled Liar. At level one, that +1 to Persuasion can make a significant difference, but "rolling multiple dice to make sure he succeeds" seems to be a theme here, so Charmer and Follow-Up both fit, too.
For that last Feat, I'm wide open. Thinking about a second Talent, but dunno - they come pretty fast in the early levels. Thoughts?
| DarkOne the Drow |
Nightflier wanted to test our reaction to pressure before torturing and imprisoning all of our characters :)
(Hopefully we passed)
Then I died well. As they say: "Sing to save your life." And I no singer for starters.
Great news, gives me time to finish the background.
@nightflier: Are there any errors with my character so I can quickly fix up so I can just focus completely at writing background. I slow at writing, my English sucks big time.
PS: I rather ill in bed today
nightflier
|
@Nightflier: Will Plant Bond satisfy the requirement for Arcane Bond that is a prerequisite for Patron or would I need to take both Plant Bond and Arcane Bond?
Treesinger (trait) and Arcane Bond (talent) is prereq for Plant Bond (feat). But bear in mind that all Caransil are Latent Treesingers by default. Also, you can get a bonus feat by writing a detailed background for your character.
Anyway, I'll write Treesinger feats later tonight and post them here.
| DarkOne the Drow |
Fixed up a few stats, such as adding unarmed strike, added personality (notice it was not done), cleaned up Spells section, added languages
Background updated. Think I now happy with the birth of Therudrim Maernfireplith. Still working on the rest of the background, though skeleton story is present
| DarkOne the Drow |
@nightflier
While looking for additional information on Aruun Jungle, I came across a map that shows all the shadows mirrors and all the natural nexus sites.
Where I planned to have the outpost for Therudrim I discovered that my intended location is directly upon the "Colossus of the Aruun" nexus. Do you have any information regarding this nexus, as googling yields nothing? I am wondering if I can make use of this nexus in the background or I should shift the outpost to another location.
I also don't want the outpost too close to swamp containing ruins of Ibon-sul, as the powerful demon lords live there. Sadly on the maps I got it does not indicate the swamp or it's boundaries, only bit of information I have is that the swamp is south of the Arunath Mountains.
I guessing the Aruun Jungle starts roughly from the Druid's Swamp just NE of the Aruun Mountains.
If need be you can drop the info in a PM if you have information that can help me.
| i.jason |
@Nightfiler - I was wondering how you'd feel about the Feat "Black Marketeer." I'm debating between that and two other Feats, and but if you're not going to allow it, that narrows the choices down.
It would kind of fit with his description of being able to show up in a village and trade for whatever he happens to need at the time, though it's really designed to be a "borrow" kind of thing.
nightflier
|
@nightflier
While looking for additional information on Aruun Jungle, I came across a map that shows all the shadows mirrors and all the natural nexus sites.
Where I planned to have the outpost for Therudrim I discovered that my intended location is directly upon the "Colossus of the Aruun" nexus. Do you have any information regarding this nexus, as googling yields nothing? I am wondering if I can make use of this nexus in the background or I should shift the outpost to another location.
I also don't want the outpost too close to swamp containing ruins of Ibon-sul, as the powerful demon lords live there. Sadly on the maps I got it does not indicate the swamp or it's boundaries, only bit of information I have is that the swamp is south of the Arunath Mountains.
I guessing the Aruun Jungle starts roughly from the Druid's Swamp just NE of the Aruun Mountains.
If need be you can drop the info in a PM if you have information that can help me.
Colossus of Aruun is covered in Sorcery and Shadow. It is located near Druid’s Swamp. It is very hard to reach and not suitable for character background, unless you are very familiar with the setting.
nightflier
|
@Nightfiler - I was wondering how you'd feel about the Feat "Black Marketeer." I'm debating between that and two other Feats, and but if you're not going to allow it, that narrows the choices down.
It would kind of fit with his description of being able to show up in a village and trade for whatever he happens to need at the time, though it's really designed to be a "borrow" kind of thing.
Midnight has no functional economy and the gold and jewels are worthless. So, this feat would be essentially wasted.
| DarkOne the Drow |
Thanx for the info, you say it is near Druid's Swamp, then the person who made the map positioned it south of Arunath Mountains instead NE near the Druid Swamp. That means I can still keep my chosen location for the outpost.
The crunch is ready for checking. I just got the background to complete, which will take a few days.
| i.jason |
i.jason wrote:Midnight has no functional economy and the gold and jewels are worthless. So, this feat would be essentially wasted.@Nightfiler - I was wondering how you'd feel about the Feat "Black Marketeer." I'm debating between that and two other Feats, and but if you're not going to allow it, that narrows the choices down.
It would kind of fit with his description of being able to show up in a village and trade for whatever he happens to need at the time, though it's really designed to be a "borrow" kind of thing.
The fact that Midnight has no functional economy is why I thought this feat would work well. There is no specific requirement that the pool be made up of gold or jewels. It's a "borrow/barter" pool.
If you convert GP to VP (as Midnight does), the pool essentially allows a character to find up to 100vp (at first level) worth of "illegal or illicit items or services" in whatever village or town he shows up in. As almost anything in Midnight is "illegal or illicit," that should be a biggish list. If the character borrows the item and returns it, his pool returns to 100vp available. If he doesn't return it, the available vp permanently drops by the vp value of the item. The feat description also points out that secrets/information could be included in the things available to the "pool," though that would require trading secrets back into the pool to even things up.
As an example: In a village where finished goods trade at 2X vp value, a 50' silk rope would cost 20vp. With this feat, a character could ask the locals to "find" one for him. It would take 1d4 hours for this to happen. While borrowing it, his available vp for other pool uses would drop to 80vp. If he gives it back, his pool max returns to 100vp. If it gets cut by an orc, and he can't return it, the pool max permanently drops to 80vp (unless he bought another rope or found another 20vp and "put it into the pool," in which case, that 20vp would forever be "in the pool," and no longer available to spend on actually buying stuff).
I'm fine if you don't want to include it, I just wanted to make sure we were both thinking the same thing before you said "no."
Edit: To clarify, it's less about actually exchanging money, and more about exchanging favors.
| heliopolix |
heliopolix wrote:This is an excellent idea and I like it a lot. You can perhaps use a standard Dorn with Warg Heroic Path, which would simulate his efforts to become one with the beast.nightflier wrote:@Heliopolix
If you want, you can use statistics for Varyag for your Wilding, or you can use Dorn, but exchange one racial ability for Beast Shape I 1/day.
The varyarg are cool, I'll use them, or if you only want one wilding, I'll use the Erenlander and let Grand Moff have it. Do they become wolves involuntarily at night in accordance with the wilding paragraph earlier, or has the generations since the pact bred that trait out? Also I couldn't find the stats for the bearded axe.
One aspect I was trying to work in was he was born without the ability to change or be magically healed. So he's crippled spiritually as well as physically. In a culture that values strength and brutality, he is a pariah.
He is deeply shamed of this (though he had no say in the way he was born, obviously), and wants more than anything to prove himself and be welcomed and accepted back into his clan. He originally set out to find a way to unleash the beat within, but the world is a harsh and unforgiving place and his ignorant quest has become a fight for survival. Outside the shelter and safety of his clan, he's had to resort to desperate measures just to get by; measures likely responsible for his current incarceration.
To simulate Faolán's search for the beast within, he will indeed be tausing the Warg heroic path. I was planning to take weapon bond (claws) trait, and using claws primarily, but they are available through the Beast HP, not Warg. Would you consider him a lycanthrope for purposes of taking the feat Aspect of the Beast to get claws at level 1?
I was looking at the map, and was wondering if both Dorn and Erenlander stock were part of the stranded colony; if so, can I use a Northern Erenlander for the basis of the Wilding, instead of Dorn?
| i.jason |
@Nightflier The next option on my list would be "Godless Healing."
Given that his father was a healer, it stands to reason that some of that ability might have passed to his son. And in keeping with Ead's blessing/curse, it fits that he would be unable to use it on anyone else...
| Grand Moff Vixen |
Well, some of the traits are stolen from the Monte Cook, including those you mentioned. I guess he considered Strong to be possibly gamebreaking, so he decided to limit its usefulness.
How do you want to work this then? Do you want to have the Strong trait remain or would you be willing to change it to bring it in line with the others? I really want strength as his primary stat. As it stands it is constitution.
Beast gains basic damage of d4 in the human form. When you gain hybrid for at 2nd level, you can also use claws. When you normally gain claws attack, at 3rd level, you improve your claw damage to d6.
Ouch! He is going to be one nasty beast by 6th level! Try 3d6 claws in hybrid form and 1d8 in human form.
Wild Sense wrote:At 1st and 16th level, the beast may choose either low-light vision or scent as a special quality. If the beast already has low-light vision and chooses that option, he becomes able to see three times as far as a human in poor lighting.You can choose to improve one or the other.
So, with wild sense, how would improving scent work? As far as I know, pathfinder has nothing that improves scent. Would it be reasonable to presume that it doubles the normal ranges listed?
Sorry for so many questions. Have a background I am working out now.
nightflier
|
nightflier wrote:i.jason wrote:Midnight has no functional economy and the gold and jewels are worthless. So, this feat would be essentially wasted.@Nightfiler - I was wondering how you'd feel about the Feat "Black Marketeer." I'm debating between that and two other Feats, and but if you're not going to allow it, that narrows the choices down.
It would kind of fit with his description of being able to show up in a village and trade for whatever he happens to need at the time, though it's really designed to be a "borrow" kind of thing.
The fact that Midnight has no functional economy is why I thought this feat would work well. There is no specific requirement that the pool be made up of gold or jewels. It's a "borrow/barter" pool.
If you convert GP to VP (as Midnight does), the pool essentially allows a character to find up to 100vp (at first level) worth of "illegal or illicit items or services" in whatever village or town he shows up in. As almost anything in Midnight is "illegal or illicit," that should be a biggish list. If the character borrows the item and returns it, his pool returns to 100vp available. If he doesn't return it, the available vp permanently drops by the vp value of the item. The feat description also points out that secrets/information could be included in the things available to the "pool," though that would require trading secrets back into the pool to even things up.
As an example: In a village where finished goods trade at 2X vp value, a 50' silk rope would cost 20vp. With this feat, a character could ask the locals to "find" one for him. It would take 1d4 hours for this to happen. While borrowing it, his available vp for other pool uses would drop to 80vp. If he gives it back, his pool max returns to 100vp. If it gets cut by an orc, and he can't return it, the pool max permanently drops to 80vp (unless he bought another rope or found another 20vp and "put it...
Much of Eredane is poor and without abundance of resources. I think that there is no need for such a feet. If you wish to play black marketeer, we can do that.
nightflier
|
nightflier wrote:heliopolix wrote:This is an excellent idea and I like it a lot. You can perhaps use a standard Dorn with Warg Heroic Path, which would simulate his efforts to become one with the beast.nightflier wrote:@Heliopolix
If you want, you can use statistics for Varyag for your Wilding, or you can use Dorn, but exchange one racial ability for Beast Shape I 1/day.
The varyarg are cool, I'll use them, or if you only want one wilding, I'll use the Erenlander and let Grand Moff have it. Do they become wolves involuntarily at night in accordance with the wilding paragraph earlier, or has the generations since the pact bred that trait out? Also I couldn't find the stats for the bearded axe.
One aspect I was trying to work in was he was born without the ability to change or be magically healed. So he's crippled spiritually as well as physically. In a culture that values strength and brutality, he is a pariah.
He is deeply shamed of this (though he had no say in the way he was born, obviously), and wants more than anything to prove himself and be welcomed and accepted back into his clan. He originally set out to find a way to unleash the beat within, but the world is a harsh and unforgiving place and his ignorant quest has become a fight for survival. Outside the shelter and safety of his clan, he's had to resort to desperate measures just to get by; measures likely responsible for his current incarceration.
To simulate Faolán's search for the beast within, he will indeed be tausing the Warg heroic path. I was planning to take weapon bond (claws) trait, and using claws primarily, but they are available through the Beast HP, not Warg. Would you consider him a lycanthrope for purposes of taking the feat Aspect of the Beast to get claws at level 1?
I was looking at the map, and was wondering if both Dorn and Erenlander stock were part of the stranded colony; if so, can I use a...
They were all Dorns.
Aspect of the Beast requires wild shape. You could take a level of Lycanthrope class in order to gain it.
nightflier
|
@Nightflier The next option on my list would be "Godless Healing."
Given that his father was a healer, it stands to reason that some of that ability might have passed to his son. And in keeping with Ead's blessing/curse, it fits that he would be unable to use it on anyone else...
I would require a knowledge of at least one healing spell (and the ability to cast it) in order to take this feat. In Midnight this is more powerful than in standard games.
nightflier
|
@Grand Moff
I think I haven't made myself clear. I meant that the damage die increases, not that you get additional damage die.
About wild sense,
In fantasy and horror literature, lycantrhopes can smell fear and other emotions. I would rule that improved scent gives +3 circumstance bonus to Sense Motive. Also, when it improves even further, it gives Tracking, as Wildlander.
| Grand Moff Vixen |
@Grand Moff
I think I haven't made myself clear. I meant that the damage die increases, not that you get additional damage die.
Then you haven't looked at how damage dice on natural attacks function.
This is the progression on damage.
Look at the Improved Natural Attack feat. I am not adding damage dice arbitrarily. This is how it works. My damage die keeps improving and once the die goes above a d8 it changes how many dice are rolled.
| DarkOne the Drow |
Definitely a rather interesting bunch of characters being made. With the strangest heritages.
Excellent. I managed to spot two swamps on the map, under a good outdoor sun. One to the west of the southern separate part of the Arunath Mountains, and directly south at the base of the southern separate part, which goes well with the description of Ibon-sul for it's location. So definitely far away, over 200 miles, from Ibon-sul for the starting location of Therudrim's life story. I was a wee bit worried that I was too close to Ibon-sul, else I would have moved the start between Druid's Swamp and NE part of Arunath Mountains.
| i.jason |
i.jason wrote:I would require a knowledge of at least one healing spell (and the ability to cast it) in order to take this feat. In Midnight this is more powerful than in standard games.@Nightflier The next option on my list would be "Godless Healing."
Given that his father was a healer, it stands to reason that some of that ability might have passed to his son. And in keeping with Ead's blessing/curse, it fits that he would be unable to use it on anyone else...
I realize that healing spells in Midnight are not Divine magic, but this feat is entirely about giving the character an ability to be (somewhat) independent of a healing spellcaster (specifically Divine magic). To require someone to BE a healing spellcaster in order to have it seems to be completely counter to the design and purpose of the feat.
If imbalance is your concern, could you consider dropping the die to a d6, rather than a d8? Or possibly reducing the frequency of use (though once per day, and only when the character is below half max hp seems pretty limited already...)?
Not wanting to be a boat-rocker, but this seems an excellent feat for Midnight, since a major theme of the setting is "dealing with the loss of the gods," and "low-magic." This is non-diety-dependent, self-reliant, non-magic, mind-over-matter self-healing, with limited use parameters.
But it's your campaign. You don't like the feat, you don't like the feat. I'll adjust.
| DarkOne the Drow |
@nightflier, I just got an idea for Therudrim to gain flight at 11th level, when she can take the feat Angel Wings. Instead of wham bang, from no flying capability to being able to fly at 30' average manoeuvrability. Why not make her flying development progressive, in least say of 10 levels she gain improvements, similar to Favoured Class feat gaining feature. Basing the progression on the 3rd party Heroic Path Winged One. Does not have to start on level 1.
nightflier
|
@I.jason
Right now, I feel that you have to have an ability to cast a healing spell before you can take that feat. This can be achieved by various means, including burning a feat. So, at the worst case scenario, you will have to wait a level or two to take it.
@Dark one.
Let's not complicate things.
@All
This is your last day to post finished character profiles. Tomorrow morning I'm starting to review your characters. Please finish them today.
nightflier
|
nightflier wrote:@Grand Moff
I think I haven't made myself clear. I meant that the damage die increases, not that you get additional damage die.
Then you haven't looked at how damage dice on natural attacks function.
Level 1: 1d4 claws
Level 3: Hybrid gains claws and increases damage die of base claws to 1d6
Level 4: Improved Natural Attack increases hybrid claw damage to 1d8
Level 5: Hybrid form increases to large size which increases damage die to 2d6
Level 6: Beast Hero Path increases damage die in hybrid form to 3d6. This is the progression on damage.
Look at the Improved Natural Attack feat. I am not adding damage dice arbitrarily. This is how it works. My damage die keeps improving and once the die goes above a d8 it changes how many dice are rolled.
You are right. My bad.
| Grand Moff Vixen |
@All
This is your last day to post finished character profiles. Tomorrow morning I'm starting to review your characters. Please finish them today.
I will have the background completed today. Just putting the finishing touches on it. I have all the crunch worked out. I will post an alias before the end of day.
| Anwyn Elghreah Larerthane |
@All
This is your last day to post finished character profiles. Tomorrow morning I'm starting to review your characters. Please finish them today.
OK I have finally finished Anwyn. Her background is done, except for some minor tweaks once Grand Moff Vixen finishes Laresh's background.
| DarkOne the Drow |
Still expanding the skeleton, and will still add another part to get her from present location to prison location once the adventure started. I doubt I complete the background tonight, about 2 hours left for the evening, but at least it is over 2000 words already.
Planned background bonus feat to be taken will be Dodge if background is approved.