| Ringtail |
This combat has ground to a halt. I know Alyoma is on vacation so I'm running her on her behalf until she can post regularly, but she ended up at the bottom of initiative anyway. Anyway, I'll resolve in a couple of hours and delay Tardek and Flitter if we don't hear from them by then.
| Dehrisan |
I've really managed to get behind my character lately, so I've gone ahead and written up a revised appearance for him in his profile, and I'm working on a revised history (which was nearly done when my mouse jumped over as I hit the backspace, taking back to a prior site...). Nothing major, though he does have heterochromatic eyes. Ringtail, not sure if this is something you do, but I'm leaving a few blanks in the story that could be worked into the campaign, chiefly his parentage, the nature of his "patron" class feature, and the origins of his familiar. If that's not something you go for, no biggie, it'll just be mysterious.
| Dehrisan |
I was also thinking of going for the beast-bonded archetype, though I wouldn't gain or give up anything until I hit 4th level. Technically, he'd have one ability already (one that allows him to give his a familiar a new feat whenever he would normally gain one) but it's not really a feature I'd take advantage of, at least not until we're higher level. 8th level is were it gets really juicy.
| Ringtail |
For those interested in the 3.5 (possibly 2E, PF, or 4E depending on the demand of the players) steampunk Eastern Russian/Mongolian inspired game that I mentioned before, or even those who don't mind reading/critiquing a bit, I've finally finished the overview of the homebrew region the game will take place in. I tried to just summarize, but put attention on major points of interest. I'm afraid it may come off as wordy, so I avoided too much information about the world itself and focused on the region, but for those of you who care; what do you think so far? (I wish I had a scanner, because I have a rather detailed map with many locations - more marked on the DM's copy, which would allow me to cut down on my final word count. Anyone have a fax machine? :P)
Vasyuga Territory is a small, remote frontier region of the world of Spire with no centralized government, that measures some 75 square miles. It is bordered on the East by the treacherous Altai Mountain Range, on the West by storm-wracked waters of the Golyaev Bay, and framed by thick swamps to to the North and South. Due to its relative isolation from the rest of Spire, Vasyuga Territory is only sparsely inhabited. There are two major communities in the area, the village of Karaev (Car-A-Eve) and the Manzhouli (Man-Zoo-Lee) Steppe.
Karaev, along with its offshoots (notably Port Mezzan and Storm Haven), is the only “civilized” town in the Vasyuga marshland, and it only boasts a population of a bit under 1500, mostly human. It is ruled by a militant Theocracy to Tiamat which is passed down generation to generation within a family of pious worshipers. There is little in the way of laws for crime and punishment, but most illegal actions are punished by execution in the Brass Bull, a construction appearing as it sounds where criminals are placed inside while a fire is stoked underneath, cooking them alive during the mandatory weekly mass in town square, making even being a pickpocket a very dangerous profession. Heresy and religious negligence is a punishable offense, so at the very least most citizens pay lip service to the dark goddess of dragons, and any other “blasphemous” gods are only honored in secret. Though the church rarely dabbles in healing services save for anyone but the rich elite (who number very few), disease is a constant companion in Vasyuga Territory, so when one is injured or ill they are usually stuck on their own to recover. Karaev is mostly self sufficient, feeding its populace with a handful of farms and fisheries, and only trades for a few rare necessities that can’t be gathered in the wetlands. There is not much in the way of widespread artistic or cultural pursuits, and the major sources of entertainment are a few shots of potato vodka and a few games of dragon chess (a complicated board game involving a three-tiered playing surface). Citizens of Karaeve speak Vasyugan.
The Manzhouli Steppe, on the other hand, is home to the second people of the Vasyuga Territory, the “savage” Manzhouli tribesmen. Their mysterious ruler, Osho Rajneesh Khan, is reputed to be a great, though aging, warrior and tactician who issues edicts from his ziggurat at the heart of their land, just scant miles Southwest of Karaev. Little is widely known of their clan past their xenophobic policies and ferocity in battle on the rare occasion they’ve butted heads with the folk of Karaev. Truthfully, these nomads are gifted hunters and gatherers who revere the land and its bounty with an astute sensitivity to natural beauty. Though their ancient and sacred temple is rooted in place, their people are quite mobile, living in quickly constructed, though stable, and easily disassembled hide yurts. They are skilled archers and raise powerful steeds, indeed they are rarely seen off of horseback. Their population is roughly fifty percent human and fifty percent half elven. Tribesmen speak Manzhouli.
A third settlement, Salair (Sailer) Ridge, an old dwarf-home, once prospered on the Eastern edge of the Vasuyga Territory, but has remained silent and dormant for centuries.
Life is difficult in Vasyuga Territory. Everyday is often perceived as an uphill battle against disease, wildlife, relentless storms, barbaric hordes, ancient curses, and the dreaded Zmaj, the rarely seen, dragon-like beast who demands sacrifices of gold, livestock, and virgin women.
While many of the dangers of a coastal swamp are common enough to be expected, some hazards in the Vasyuga Territory are a bit more extreme. The heavy, frequent storms can cause flooding, but the true danger lies in a phenomenon known as the black rain. Aptly named for its unsettling appearance (sheets of shadowy blackness falling along with the rains of an otherwise normal storm), black rain is believed to be the result of the blood from countless infernals from long ago tainting the land and the water. Those few trapped without shelter who have survived the black rain can attest to the threat that it poses. It is said to chill those it touches to the bone, draining all warmth from the body, heart, and soul, filling them with a reckless and insane fury, and causing victims to commit foul and unthinkable acts of violence and worse against even those that they hold most dear as they slowly petrify into twisted, eerie sculptures which dot the landscape as monuments to their terrible deeds. Those that have managed to come out of the ordeal alive are never quite right in the head again. They suffer from paranoia and schizophrenia along with a slew of other issues, believing that evil spirits are not only out to get them, but taunt them in ways that only they can perceive.
The Zmaj is a force that has been in the region longer than anyone can recall. A titanic beast, it lairs deep in Ary-Mas (Air-E-Moss). While few, if any, have seen this monster and lived to tell the tale, it has spawned many legends. It is said to be powerfully muscled and have thick black scales and three heads, each scaled in green, capable of breathing either lightning or fire depending on whose telling the story. The Zmaj is also said to be of keen intellect, and indeed the Theocrat of Karaev sends regular tributes of goatgold, and girls into the swamp, never to be seen again.
Some old world technologies are still abound even in the remote swampland that is Vasyuga Territory. Steam trains remain the primary way of moving people into and out of the region, while larger quantities supplies are often shipped by sea. It is rumored that technomancers (magi and other intellectuals who see value and work in steam power and clockwork) are not far behind on dirigible technology. Semi-intelligent clockwork beings under the command of the Theocrat and his direct underlings patrol Karaev, never needing food, water, shelter, or even rest, past a few minutes of winding themselves up everyday. Indoor plumbing is not uncommon among the elite as well.
Religion and History of Spire to be added.
| Dehrisan |
Sounds pretty cool to me. I may be interested as long as we aren't starting within the next 2 weeks, and on the system. PF is the only one I have access to from here. though I'm not sure what I'd be inclined to play just yet. I have had a hankering for an oracle (assuming PF) lately, though, so I'd certainly be interested to see that spread on religion.
| Ringtail |
Sounds pretty cool to me. I may be interested as long as we aren't starting within the next 2 weeks, and on the system. PF is the only one I have access to from here. though I'm not sure what I'd be inclined to play just yet. I have had a hankering for an oracle (assuming PF) lately, though, so I'd certainly be interested to see that spread on religion.
Hmmm...Oracle...*Taps chin pensively.*
Now I think I might have to design a mystery around clockwork for fun. I have my project this weekend.
| martinaj |
Giving the synopsis a closer read, I think I've got a more solid idea for a tentative character. Since my witch is kind of naturalistic, I'm leaning towards a city bloke for this game, someone from Karaev. I'm imagining some kind of vigilante or social revolutionary who is supremely dissatisfied with the city's stances on both crime and religion. Might be a underground priest, even. Looking into the Inquisitor class, though might go with Alchemist if technology provides. Less concretely, I'm wondering about an Internal Alchemist from the Manzhouli tribes.
A few questions, though, I may. Is this the Tiamat we know from D&D and PF, or the primordial chaos deity from Babylonian myth Also, are there any real-world analogues you've drawn from for these regions, in order to give us some context with which to work? I'm getting an eastern Russia vibe from Karaev, and an Inner Mongolia feel from the Manzhouli tribesmen.
| Ringtail |
A few questions, though, I may. Is this the Tiamat we know from D&D and PF, or the primordial chaos deity from Babylonian myth?
Honestly, a little bit of both. In the game world she will also be the ancient goddess of the wind and the waves / the sea and the storms, and so forth. Originally I had designed the campaign for 4E and she worked well for the situation, and once I started delving into mythology to liberate for the game I started tweaking her more and more until she became this crazy amalgam of the two.
Also, are there any real-world analogues you've drawn from for these regions, in order to give us some context with which to work? I'm getting an eastern Russia vibe from Karaev, and an Inner Mongolia feel from the Manzhouli tribesmen.
Those were the main two. The world is to represent Russia butting up against Mongolia and the culture clashes that arise. However, there will be strong undertones of Greek mythology seeded in as well, such as the Medusa and fey court, albeit with their flavor tweaked to seem more Slavic, however I had many creepy stories from the two base cultures around to work with as both fear and distrust witches.
PF gives me the ability to include the actual witch class, but regardless I'll have to make a solid decision on what classes people believe to be witches (druids, sorcerers, etc.).
| Ringtail |
Just checking to see if Flitter and Tardek are still with us. It's been a few days since I've seen a post from either. Perhaps once a day, if you don't have anything to add to the current proceedings everyone could just pop in with a quick ooc tag that says something along the lines of "no comment"?
| Ringtail |
My AC is out for like the 4th time this summer. To make things worse my fiance is coming into town today from Plymouth. With it regularly being around 100 here lately, I'm pretty sure the Brit. is going to melt this time. Although his plane from London to Chicago was delayed an hour and a half, so I hope he doesn't miss his Chicago-Omaha flight.
| Ringtail |
Just to let everyone know, I'm not disappearing, but my fiance, whom I get to see very rarely, is going to be in town until the 20th, so I may be rather quiet for a time. I'll try to keep posting as much as possible, and should be able to catch up a bit and post frequently while at work Friday night and Sunday morning for 9 hours each.
| Gorgoron |
Likewise, Gorgoron's people skills are lacking. He is happy with Dehrisan's efforts thus far. Though perhaps he should put in a word on behalf of the Redeeming Lady.
| Ringtail |
I like it. What you got in store for the 20th lvl Ability?
It seems cool but I would give it bonus for using "knightly" weapons like the long sword, mace, and lance.
I'm not really sure just yet. I've worked a bit more on it, but am obviously still fleshing out abilities and balancing things. I'm thinking about switching Last Stand with Die By The Sword, but that feels very late to get Last Stand. I'd like to do something with armor and knightly weapons (like polearms and flails), but am finding it difficult to not step on the Fighter's toes with abilities.
Sorry, still here. Trying to get something figured out.
Don't worry about it; life can get in the way. As long as we know that you're still with us.
| Ansruath |
Well fighter's abilities add to attack and damage rolls. Knight seems more defensive so why not just add to ac while using those weapons or add Ac and maybe attack roll. Or you can give bonuses to allies like cavaliers but instead of a banner you can use the weapon. The new abilities seem very good. I like your idea of the knight.
| Ringtail |
Adding to AC when using those weapons might be a decent addition. It would help out with AC since they benefit heavily from using 2 handed weapons (like the knight's standby, the halberd) due to full BAB for power attack and needing to make up lost ground on damage with other martials so it would be unlikely to see one using a shield on a regular basis. I just have to make sure it won't build up obscenely with the other AC abilities they get.
| Ansruath |
I keep getting stuff added to my list.
Alright now that I have a little more time to look at the knight. Here some of what I thought after reading through what you have.
Bulwark: Is pretty nice and allies have to be next to the knight which may or may not happen depending on party make up which makes it good since it is not active all the time.
Attune Mount: Pretty cool idea fits the knight. I would maybe change the way it increases stat to be like an animal companion just to make it simpler for everyone. Or you could make a chart on how it would increase this would help steam line the ability and make it clearer.
Mounted Combat: Which knight would not have this.
Mettle: Makes sense for a knight to have the fort/will version of evasion.
Valor: Makes sense fearless in the face of enemies. Now to make sure this is clear it is +1 for each enemy attacking or each enemy threatening? So if 5 goblins are threatening the knight than the knight would get +5?
Knight's Move: I understand what you are trying to say but it seems to be an odd ability the only really use for it I can see is if I am flanked and want to get out of the way. Also since it is activated on a miss it is not useful when things are auto hitting you maybe change it if they miss you or an ally to keep with the defender of the weak theme you seem to have going?
Vigilant Defender: Really nice great for helping a buddy not to die from a lucky crit or stopping an enemy from stopping a spell from going off.
Squad Leader: Maybe change the name or let it add more allies as you level. When I think of a squad I think more than one person. Otherwise nice defensive ability if you want to let the group run away or let a mage get away from some annoying enemies.
Courtly: Good old fashion noble knight type ability nice.
Squire: Fits with the knight theme. I know leadership is a level 7 feat but later on it can let people have more than one followers. Maybe change it to lower level and make it act leadership-ish but only with the one squire or make the class feature limit the follower to just the squire to keep the field clear. I say this because I keep hearing a lot of DMs complain about how many people are on the field.
Checkmate: Really like the abilities that do things like this since UC came out.
Live by the sword: I would change the length to rounds equal to chr modifier since it is a level 10 ability. The bonus itself could give +2 to attack and damage rolls.
Last Stand: Really cool.
Die by the Sword: Another very cool ability.
| Ringtail |
Link to someplace (potentially) fun...because I like running games, but don't have the time right now to flesh out a homebrew.
| Ringtail |
I keep getting stuff added to my list.
Then stop stealing my focus list. ;P
Attune Mount: Pretty cool idea fits the knight. I would maybe change the way it increases stat to be like an animal companion just to make it simpler for everyone. Or you could make a chart on how it would increase this would help steam line the ability and make it clearer.
I think I do need to clear up the wording a bit. I wanted to avoid having an animal companion though. With the other strong abilities I wanted to give the Knight I felt a full companion would be two powerful, plus I wanted him to be able to be resourceful and commandeer whatever mount was at handle and have it show that he or she, the rider, was able and capable, not the mount itself (though he certainly can have a favorite). As levels go up the mount will remain fairly weak, and the ability will be more useful to keep the mount alive while it carries the Knight about the battlefield rather than be a combatant itself.
Valor: Makes sense fearless in the face of enemies. Now to make sure this is clear it is +1 for each enemy attacking or each enemy threatening? So if 5 goblins are threatening the knight than the knight would get +5?
I intended it to be for each enemy threatening. For example, in my RotRL game, Flitter would have a +2 AC since he is beset by 2 monsters. Against a horde, this can be a strong ability, but I find that it is rare for a single PC to be assaulted by more than 2 enemies on a regular basis. Plus I felt he needed the staying power, but I wonder if the ability is two strong...perhaps it should be +1 per enemy past the first...
Knight's Move: I understand what you are trying to say but it seems to be an odd ability the only really use for it I can see is if I am flanked and want to get out of the way. Also since it is activated on a miss it is not useful when things are auto hitting you maybe change it if they miss you or an ally to keep with the defender of the weak theme you seem to have going?
I'm on the fence about whether I feel this is a strong ability I want to give them or something more minor. I wanted combat to involve a bit more tactical maneuvering and with their other abilities I can easily see moving 5' out of turn being a pretty useful action. However, wince their other abilities soak up damage for the most part I'm wondering how often this will come into play, past being beset by a horde like mentioned above.
Squad Leader: Maybe change the name or let it add more allies as you level. When I think of a squad I think more than one person. Otherwise nice defensive ability if you want to let the group run away or let a mage get away from some annoying enemies.
Yeah, I wasn't completely pleased with the name, but the Cavelier already had an ability called Tactician (a name I'd prefer), and didn't want to cause confusion. Suggestions would be welcome. Scaling is a good idea, thanks.
Squire: Fits with the knight theme. I know leadership is a level 7 feat but later on it can let people have more than one followers. Maybe change it to lower level and make it act leadership-ish but only with the one squire or make the class feature limit the follower to just the squire to keep the field clear. I say this because I keep hearing a lot of DMs complain about how many people are on the field.
The squire (knight) is intended to be the cohort while the followers are supposed to be more akin to men at arms. Honestly with the cost to outfit and upkeep them along with their comparatively low level I doubt they would be pleasant to keep around. The reason I made it the feat itself as opposed to a leadership like ability is because I didn't want knights to have a ton of characters on the field by taking leadership as well as having a squire.
Live by the sword: I would change the length to rounds equal to chr modifier since it is a level 10 ability. The bonus itself could give +2 to attack and damage rolls.
A flat bonus with a variable time might help keep it from getting out of hand, perhaps also scaling. I'll keep that in mind for my next bout of changes.
| Ringtail |
It is cool Ringtail this is my first pbp I shall never say anything bad about it. Also you could not of rolled a 18? Freaking things seem to only roll 18 or high when trying to hit me.
But only on the bite. Their claws seem rather worthless against Ansruath.
| Ringtail |
I haven't even peeked at it in over a week. My second (third, depending on how you look at it) job is consuming the greater majority of what used to be my free time. Who would've thought game/module design would become such a chore when you're getting paid to do it and have deadlines to meet?
| Ringtail |
After GMing many systems for many groups over the years I naturally started writing my own adventures and campaigns, and have even been tinkering with my own clockwork inspired system on and off of the last couple of years (though that project has been on the back burner for a while). A few GMs I hang out with and run for asked before if they could borrow a few adventures and such that I had run for them to run for other groups and even offered me a bit of money for the work. I regularly lent out my "playbook" (a 5-subject graphing notebook full of dungeons and encounters that down have a home) as well, and write as a hobby (hopefully a career if I can get one of my larger works to take off). So the notion naturally evolved. I self published small quantities of popular adventures and houserules and homebrew creations and sold them at just above cost to make, and I usually ran out fairly quickly. One of my friends has recently become ambitious. A few weeks back he approached me an another with quite a project; a 3-book, level 1 to 12 mini-campaign using the PF rules that comes in one of those 2E style box sets with fold out maps and gazateers and such. We discussed it at length and I'll be in charge of the "sweet-spot" book (book 2, levels 5 through 8). However, this project is taking a lot of planning, fianancial investment, time, and effort at a point where I have little to spare due to economic issues of my own- so I'm running on little sleep between my real job and meeting my deadline for my first draft. Luckily I managed to find some financial backers to help produce large quanities of a polished project, but they expect a good product in a timely manner to polish off, and we are still tracking down artists. If the product takes off we will theoretically make enough to have it be a fully functioning small business that churns out modules and supplements as a 3rdPP.