DarkOne the Drow |
Do we take missing information, such as Weapon proficiencies, from Pathfinder core rules?
How many racial traits can one take, instead of the other 3 trait types? Definitely going to take the racial trait: Sunlight Veteran, considering I believe Solitude is probably on an open sky environment, and growing up amongst her human adopted family living at Solitude.
Morgral description gives ageing process for human morgrals, how are elven morgrals affected? Would like to figure out how many generations of humans need to pass before she is old enough to take up a profession (assassin rogue in her case). If many generations take place, I would rather have her grow up in a monastery within Solitude, where having a whole group of varying aged adults to be foster parents for her growing up.
Thinking of going very much blood drinker route along with her acrobatic assassin, by taking up the flaw Healing Resistant (magical healing), and then having feats focused on blood drinking. Clarity might be needed for the Gral regarding this flaw. What is your recommendation regarding this, particular to combat mode choice?
nightflier |
Do we take missing information, such as Weapon proficiencies, from Pathfinder core rules?
How many racial traits can one take, instead of the other 3 trait types? Definitely going to take the racial trait: Sunlight Veteran, considering I believe Solitude is probably on an open sky environment, and growing up amongst her human adopted family living at Solitude.
Morgral description gives ageing process for human morgrals, how are elven morgrals affected? Would like to figure out how many generations of humans need to pass before she is old enough to take up a profession (assassin rogue in her case). If many generations take place, I would rather have her grow up in a monastery within Solitude, where having a whole group of varying aged adults to be foster parents for her growing up.
Thinking of going very much blood drinker route along with her acrobatic assassin, by taking up the flaw Healing Resistant (magical healing), and then having feats focused on blood drinking. Clarity might be needed for the Gral regarding this flaw. What is your recommendation regarding this, particular to combat mode choice?
Everything not in my rules is standard PF, that means weapons as well.
You can take 2 traits of any kind and combination, without taking a flaw. You can take flaws to gain more traits, but be careful not to cripple your character.
All Morgrals age the same.
Morgral have the option to become fully undead. If you want to take that route, then you can take Healing Resistant, since healing will not work on you anyway when you become undead. If you do not want to go there, perhaps the easiest way is for you to take Pathetic, since you already have pretty great stats and you can work it in your background (perhaps you were malnourished or abused as an a orphan?)
DarkOne the Drow |
While inside the womb in the wasteland of varying strengths of mutational magic, she could have got it far worst than others. I might not go full undead, but a good amount, still like to keep the assassin aspect.
I will have to collected all the morgral feats together and see how far I want to take in becoming undead. Think the choices of base feats and traits are important to get right for future development of becoming a blood drinker assassin.
Total modifiers is 13, which is higher than the requirement for taking the Pathetic flaw.
If can work to getting feat for drinking blood from recent dead foes, even if not possible at low levels, it would go well with the Healing Resistant flaw.
nightflier |
nightflier wrote:
You can take 2 traits of any kind and combination, without taking a flaw. You can take flaws to gain more traits, but be careful not to cripple your character.
/QUOTE]Wait? can we take more than 1 flaw?
For this game, yes you can. Although be careful. I will exploit them.
nightflier |
Some info on
Compared to the United States, Aliatar would cover the same territory as Utah, Colorado, Wyoming, Idaho and Montana, so it’s pretty large.
Aliatar is monarchy, with strong militaristic tradition. It was founded right after the Long War ended, almost a thousand years ago, and the same dynasty ruled over it for the entire time. First Nemain to assume the throne of Aliatar was in fact a general commanding the 2nd Imperial District of the North, and his officers became the first nobles of the new kingdom. Current ruler styles himself Rikard Nemain III, and rules the country from a capital city of Loreine.
Aliatar is semi-feudal state. That means that nobles control the land and free peasants work on it, but the armed forces are paid and maintained by the ruling monarch. Most royal officers come from the ranks of nobles, but there is a sizeable number of those who came through the ranks to hold very senior positions.
Aliatar is divided in ten Archduchies, two Marches and a Royal Demesne. Archduchies are ruled by hereditary archdukes, with lesser dukes and counts beneath them, while the Marches are ruled by the king’s representative with a title of Warlord-Prince. This title is not hereditary and is only available through royal edict. In the Marches a martial law rules every aspect of life and only the king can over-rule a Warlord-Prince of the March. Two Marches are Eastern March, which borders the Broken Dominion, and Southern March, which borders the Wastes.
There are three armies in Aliatar: The 1st Army is quartered near the capitol and constantly prepared for swift deployment. The 2nd Army is quartered in the Southern March, while the 3rd holds the Eastern March.
There are also several independent military units.
One is the Blood Guard, which protects the king and royal family. Blood Guard provides constant personal protection and consists of only 45 knights, equipped with ioun full plates and iounswords. These arms and armor are considered the personal property of the king and he dispense them at his will.
In addition to the Blood Guard, royal castle is protected by the 300-strong 2nd Iron Company of Oprichniki – an elite mercenary army, that has roots in Tharoth and Rascia, but is currently based in Loreine. 2nd Company consists solely of Servitors, either built or rebuilt for war. Crown of Aliatar has a standing contract with Oprichniki to employ their other companies when needed.
Loreine is the home of Church Knights as well – a military arm of the Mithric Church. Church Knights mostly guard the Cathedral of the Sword of Light and the prelates of the Church, although they are constantly trying to assert themselves as superior to other armed forces in the city. Unofficial clashes between Church Knights and 1st Army officers are frequent.
Outside Loreine and outside regular military structure there are two large units, almost armies unto themselves. One is the Forest Watch, that guards the border with Great Elven Forest – not against the elves, but against human poachers and illegal woodcutters, who could provoke the Silvarim to an all-out war, which human would loose. The other is the Last Watch, located in Solitude Castle in the Southern March. Last Watch is the last place for those who are competent and too valuable to be thrown out of the army or imprisoned, but also problematic or disgraced enough not to be able to serve anywhere else.
Solitude
Castle Solitude is a remnant of the Last War. It was built when such feats of arcane might were possible. History tells that it was built in a matter of days by dwarven stonesingers, who shaped molten magma and basalt into uncompromising bastion of black stone that reaches hundreds of feet into sky, surrounded by a series of huge overlapping walls that form a seven-pointed star – a shape called sihedron. The walls of Solitude have bloodied and broke eight Waster Hordes in the last four centuries.
In the last fifty years a small town grew outside Solitude, populated by merchants and explorers of the Wastes. This town is essentially built on the piece of land that was once Cymbria, so it presents a rather large precedent and a headache to the crown of Aliatar, since its existence can be considered as a first step in the Aliatarian annexation of the Wastes, which nobody in Aliatar except vainglorious fools wishes. Although the town exists for half a century its nature is still temporary and it is still possible for the crown to give the command to the Last Watch to burn it to the ground, or that another Waster Horde will reach the walls of Solitude. Perhaps that is the reason why the town does not have an official name even now, but several months ago some joker said that every Solitude needs a Company, and that seems to be catching on both among the town populace and among the soldiers in the castle.
DarkOne the Drow |
Thanx for the information. So in informal town next to Solitude it is possible to have a small monastery already in existence 20 years ago. Also seams the area around Solitude is a rough place under martial law and most likely dealing swiftly with crime. Would you think a monastery or Last Watch be able to train assassins?
nightflier |
Well, monasteries are usually not in the cities or towns. By their nature, they isolated settlements so that monks can fast and pray without any interference from the outside secular world. So, there are no monasteries in Company.
Also, why would your character have anything to do with a monastery of Mithran Church? Mithra is the god of humans and the attitude of the Church towards Morgral would pretty much mirror the attitudes of the Christian Church in the Middle Ages - or even now.
DarkOne the Drow |
Under Blood Drinker, the "Normally, " generally refers to when not having the feat, and refers to 2 points of Con damage, or is this supposed to be in the "Benefit" paragraph. Blood Surge makes no reference to Con damage.
Also under Blood Drinker, there is reference to bite attack, yet I have found no text for how a morgral gets a bite attack, and what are the normal stats for it.
I decided not to go with the whole conversion to undead, going to skip the Infected with Death series of feats, but with take the Blood feats, perhaps other Morgral feats. So I have place for more feats to compliment the assassin path of rogue (using dodge feats for rogue bonus feats)
I see for assassins, it is best to have high Dex to go with all the acrobatic type skills, thus will have lower Str, so making melee combat less effective.
Just want to make sure of something, Morgrals don't need to live on blood, but only use blood for healing, which is different to vampires that need to have blood regularly to live.
DarkOne the Drow |
Well, monasteries are usually not in the cities or towns. By their nature, they isolated settlements so that monks can fast and pray without any interference from the outside secular world. So, there are no monasteries in Company.
Also, why would your character have anything to do with a monastery of Mithran Church? Mithra is the god of humans and the attitude of the Church towards Morgral would pretty much mirror the attitudes of the Christian Church in the Middle Ages - or even now.
Thanx for the answer, I think some more on who would be suitable foster parents for her in Company or Solitude, and how she ended up obtaining assassin training.
How tolerant are humans to elves in Company and Solitude?
nightflier |
Depends. Elves are a superpower that can easily scour the Midlands region, from all humanity, if they want to do that and if the High Queen is willing to risk a war against the Holy Imperium on the far south of Norgir (continent). Most humans live their entire lives without seeing an elf. If they do, that is either one of the Silvarim or perhaps an Eldarim noble on a diplomatic mission to the capital. Eldarim are effectively immortal, so they can wiled enormous power and humans are aware of that. So, most humans in Solitude and Company would not "tolerate" the elves. They would fear them and probably mistrust them. Also, the officials would do their best to distance themselves from any possible harm that can befall said elf.
DarkOne the Drow |
Hmmm.... This new info really messed up my original idea.
How about this for a tale.
She is born to high level military parents. When parents realized she was not a normal elf, they approached Aliatar diplomats for help to raise their child outside of the Great Elven Forest. The diplomats arranged for her to be taken into the care of one of the commanders in Solitude.
She would know who her parents are, be in contact with her parents from time to time when her parents did raids into the Wastelands against Waster Hordes.
Seldom ventured outside of Solitude, only in the company of the commander or his officers.
She always was sneaking about Solitude, and it was decided by commander and her parents to train her in the art of being an assassin, using her unusual abilities to her advantage.
Rockjaw the Relentless |
So I missed this thread going up earlier, but it looks like I am not too hurt for time :)
My character is Armstrong (something or other). A white Imperial in the military caste. He is a fighter focusing on wielding a huge shield in two hands, shield bashing and bull rushing foes around the field.
He wields a tower shield (which you said could work) but he only goes around wearing an armored kilt (he goes shirtless ^_-) so his AC isn't incredibly high.
Traits: He has the Ancestral Legacy trait, his tower shield. A mighty relic of times long past and a heirloom of the Armstrong family. (question. When it becomes a magical weapon at lvl 3, I assume I am going to have to choose whether the +1 bonus is on the armor or weapon side?)
Toughness. He is especially durable (he really is a hp tank :P) but wielding and swinging a tower shield really does not lend to much finesse (that's his excuse. hes just not nimble)
Weapon bond. He can wield his Tower Shield using his Con mod instead of his Str mod. While he still has a decent str score (14) and so, he has bulging biceps, he really is a durable character, having quite the focus on his constitution.
Poor reflexes: He just is not very nimble :) Wielding a tower shield does not help either XD
Stats:
As a fighter, he has...
S 14
Dex 13 (-3 penalty on Ref saves)(-2 for drawback)
Con 22 (18 +2 racial, +2 trait)
Int 12
Wis 13
Cha 16 (he is rather charismatic for being such a big brute XD)
Hps 27/27 (4 +1d6 ⇒ 3, 10 starting bonus, 6 Con, 3 Toughness, 1 FCB)
BAB +1
Fort +7
Ref -2
Will +1
Fate 4 (3 Cha, 1 level)
Feats (5 total)Power attack, toughness, improved shield bash, +2
Fighter Talent: Swift Positioning (I intend on attacking, then planting my shield as a combat tactic)
Skill points 13 for 1st level, 5 per level after
That's the start of his crunch, I will do a more concise writeup later :)
DarkOne the Drow |
@nightflier, I see where some of the confusion is coming with the bite ability mentioned in Blood Drinker feat, with prerequisite of Morgral. You have based the Morgral on Dhampir, which has an alternative racial trait Fangs that gives the bite attack. For Blood Surge of Morgral, some clarity is needed, on how the blood is taken from the target. Also one needs to be grappling, no mention of helpless target as done for Blood Drinker. Too me both Blood Drinker and Blood Surge forms the bases (prerequisite) for other feats, and do the same thing that is to take blood from targets, though seem to have different types of damage and benefits. Blood Drinker only requires min of 1 HP of damage to target, or bite for 1d3 (according to Fangs racial trait of Dhampirs) and deals 2 points Con damage, while Blood Surge does a varying amount of damage for normal HP.
I believe both abilities should have the same method of gaining the blood, with same initial damage done to gain the blood, or one ability forms the basis for all the other feats, and this ability only handles how the blood is taken. Seeing Dhampirs did not have a racial ability to gain blood, yet Morgral has the racial ability using blood, I think the Blood Surge should handle all the blood retrieving aspects, remove this from Blood Drinker, seeing prerequisite for Blood Drinker is Morgral which already has racial ability Blood Surge, and make Blood Drinker as additional effects to using Blood Surge ability.
DarkOne the Drow |
I spotted this on the Dhampir entry under Physical Appearance section:
All dhampirs have elongated incisors. While not true fangs, these teeth are sharp enough to draw blood, and many suffer a reprehensible desire to indulge in sanguinary delights, despite the fact that the act provides most no physical benefit.
thus allowing them to draw blood without having the need for cutting or having tearing/ripping damaging fangs. Just four tiny holes.
Under Morgral description we have:
When they get excited, by either positive or negative input, their necromantic traits become more exposed. Their eyes change to bright red or yellow, their canine teeth sharpen and extend, and their nails grow long. Good-aligned Morgral despise showing this side of themselves, especially to those they care about.
Perhaps the Blood Surge detail should include information of the teeth from Dhampir description above, also include information of alternatives to the non-fang bite: a severe or bleeding wound, or a cutting. If Morgral don't have a [alternative] racial trait option of Fangs, then the bite information should be removed from the Blood Drinker option to prevent confusion.
Just including the Fang information for your deliberation.
On occasion, a dhampir may inherit his father's lengthy canines. Whenever the dhampir makes a grapple combat maneuver check to damage an opponent, he can choose to bite his opponent, dealing 1d3 points of damage as if using a natural bite attack. As a standard action, the dhampir can bite a creature that is bound, helpless, paralyzed, or similarly unable to defend itself. This racial trait replaces the spell-like ability racial trait.
DarkOne the Drow |
Thanx, for looking into this. I like how you adapting various races in Pathfinder to your setting. Though some times copying and pasting abilities (feats, talents, gifts, traits, etc), with slight race name changes, does not always work when combining abilities in a race or feat trees for the race. Some abilities may need to be adjusted to make sense in the build. If you need me to help alter abilities, and the like for your setting, just drop me an email.
I still juggling with flaw: Healing Resistance, Morgral trait: Regression (for possible feats based on this feat for strength based attacks), Precise Shot feat and Gral Traits (2 to be taken by level 4), for the start of the adventure. Definitely going to take Point-Blank Shot at 1st level, basis for Precise Strike and other feats.
I planning to take a few daggers for throwing, and to be used in emergency melee. Think a rapier again for emergency melee considering Strength is 13, and maybe hand crossbow or short bow, to complement the daggers. Though regression abilities may boost melee attacks, but still at risk of low armour protection.
On the background part, she would be sent on a Solitude mission to Varingia, perhaps to assassinate or gather information.
This brings up another question, how did the party come together?
DarkOne the Drow |
Morgral section.
Favoured Class Options is incomplete, only mentions the classes, but not the options. Also what is the Noble Dead class?
I not sure whether it is wise to do this or not:
Take flaw: Resistant Healing (for immunity against arcane powers, half 1/2 natural healing, blood surge for healing) for gifted (to take feat Point-Blank Shot), and gain Gral Trait: Uncanny Agility or Supernatural Speed.
Please advice.
scranford |
Character is coming right along, but I need to ask a few questions:
1. If I read right, I need to take the Spellcasting feat, in order to have access to spells from that associated school, so in order to choose/cast spells I need to take Spellcasting as one of my 1st level feats. Is this correct?
2. I noticed "Spellcasting" is a skill. Is this something I need to take for each school I have access to? (ie: I have chosen Necromancy, do I also need to take another spellcasting skill when I gain access to another school?)
3. I have chosen "Patron" as my first Channeler talent, and "Spirit" as my chosen force. I was thinking maybe the library / tower I found was haunted by spirits of the dead from this lost tower, that visit Ergo in his dreams...Thoughts...or should I limit this to one particular spirit guide...perhaps the librarian.
4. I have the "Deep Magic" book by Kobold Press. Some of the options in there are pretty interesting, do you have access to this book, and might I choose some of the spells / magic options from there, after checking with you?
Should have the character finished by Friday at the latest.
nightflier |
1. As a Channeler, you get Magecraft feat for free at 1st level. You choose your Spellcasting tradition (charismatic, hermetic, naturalist or spiritual) and you get 3 0-level spells and 1 spell of 1st level, as well as some mana points. That spell can be of any school. Until you take a Spellcasting feat, those are the only spells you can cast. At 2nd level you get a bonus Spellcasting feat and every 3 levels after that. That means that you can't learn to cast all schools of magic unless you burn some feats to do so. When you take Spellcasting, you immediately gain a knowledge of one spell of that school. So, if you burn a feat to gain Spellcasting (Necromancy), you could know 2 1st level spells, one of any school and one of the school you just learned.
2. Spellcasting is a feat, not a skill. To gain access to a school of magic you must burn a feat to do so. Channelers gain Spellcasting feats as bonus feats. So, you need to wait few levels to gain some diversity in your spells.
3. To take a Patron talent, you must take Arcane Bond before that. At 1st level you get one talent, but you can burn a feat to take additional talent. I've never specified that you need to take Arcane Bond (Familiar) to gain access to Patron but familiar can be of use if you plan to take Hex later on. But there is no need to do so, or you can take familiar later. I'd suggest that right now you take Arcane Bond (weapon), perhaps a warhammer or maul - depending on how you plan to fight - and use it as a connection to your Patron. Perhaps it belonged to someone from the tower, or perhaps it's haunted by the spirit of a librarian or someone else. You can further improve your Arcane Bond (weapon) by taking talents that would give it intelligence and other abilities and for your character that can be a manifestation of a spirit that haunts it.
4. I have Deep Magic and I planned to add some options to the game when the opportunity presents itself, so please feel free to suggest some of those that you want to take for your character.