DM Crustypeanut |
*Goes off to read the Seven Swords of Sin module*
Looks like Karzoug might very well have all of the Alara'hai afterall, due to the events of this module. In fact, that module would have happened before Karzoug's awakening - one could even argue that Vioran could have been one of the adventurers who helped recover it, thus explaining the sword in her collection when Karzoug and Chellan awoke!
I like the idea in all, Cel! (Plus, Shoanti are awesome)
DM Crustypeanut |
Hmmm I might have to make some modifications on Kaer Maga's listing in the campaign tab. Been reading more up on it, and holy s%** is this city a clusterf@&~. I love it! I need to take the time to read the chronicle book on it and go more indepth on whats happened with Karzoug's return.
Worry not, though, as that won't delay the beginning of the campaign! I've all but gotten it ready besides getting the gameplay posts setup. Need to start that before the weekend..
Peanuts |
Yeah I didn't think there was anything about upkeep for teams, but I wasn't sure how that would resolve with the food prices. I will likely go with the guards (and given that he came from Kaer Maga they are probably slaves anyway).
Heh, yeah Kaer Maga is pretty crazy, and I spotted a number of references to Thassilon and the runelords reading through it :) I had actually decided on my guy being interested in the Peacock Spirit before I found the Therrasic Spire, so that fit in well. There's a pretty good reason Karzoug would want to get a hold of the place too buried underneath from what I skimmed :p
DM Crustypeanut |
Also guys, Jubal will be joining us a little late - he has real-life stff that will keep him from joining us from the get go. However, with this first adventure taking place in Magnimar, it won't be hard to find a spot to put him into the group, so no worries at all.
I don't know what he plans on going, either, so I figure he'll sort that out after he sees what everone else is building.
Jubal Breakbottle |
Convert from Half-orc Bard to Dwarf Cleric
Table: Dwarf Homeland: 1d100 ⇒ 51 Underground: You gain access to the Surface Stranger regional trait and the Tunnel Fighter race trait.
Table: Dwarf Parents: 1d100 ⇒ 59 Both of your parents are alive.
Table: Dwarf Siblings: 1d100 ⇒ 59 1d4 biological siblings. With two or more siblings, you gain access to the Kin Guardian combat trait.
Siblings: 1d4 ⇒ 3
Table: Relative Age of Sibling 1: 1d100 ⇒ 54 younger
Table: Relative Age of Sibling 2: 1d100 ⇒ 13 older
Table: Relative Age of Sibling 3: 1d100 ⇒ 65 younger
Table: Gender of Sibling 1: 1d100 ⇒ 5 sister
Table: Gender of Sibling 2: 1d100 ⇒ 36 sister
Table: Gender of Sibling 3: 1d100 ⇒ 95 brother
Table: Circumstance of Birth: 1d100 ⇒ 13 You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait. Roll 2d20 on Table: Parents' Profession to determine your parents' occupation, instead of rolling d%.
Table: Parents' Profession: 2d20 ⇒ (10, 16) = 26 Entertainers Talented social trait.
Table: Major Childhood Event: 1d100 ⇒ 67 Magical Gift Magical Talent magic trait.
Table: Cleric Backgrounds: 1d100 ⇒ 37 Zealous From your earliest memory, you've had a close relationship with your deity. This entity has been a constant presence in your life: your greatest comfort, best companion, truest love, or some combination of the three. You've never had to see or speak with your deity to know that he watches over you, and the beliefs and criticisms of others do not faze you—your faith is enough. You gain access to the Blessed faith trait and the Fearless Zeal story feat.
Table: Influential Associates: 1d100 ⇒ 73 The Dead One One of your greatest influences was a sentient undead creature, such as a ghost, lich, grave knight, wraith, or vampire. You encountered it on several occasions and survived...mostly unscathed. Through this strange relationship you learned of its mortal life, giving you perspective on your own life. You gain access to the Deathtouched bloodline race trait and the Glimpse Beyond story feat.
Table: Conflicts: 1d20 ⇒ 20 Mass Murder
Table: Conflicts Subject: 1d20 ⇒ 3 Tradesperson
Table: Conflicts Motivation: 1d10 ⇒ 10 Amusement or Entertainment
Table: Romantic Relationships: 1d12 ⇒ 10 Current Lover True Love story feat.
Table: Relationship with Fellow Adventurer: 1d100 ⇒ 57 Met on a pilgrimage, caravan, or journey
Table: Character Drawback: 1d100 ⇒ 47 Religion You gain access to the Zealous drawback.
Thron |
Crusty, I took a rank of Profession (Gladiator) with Radyx, as it made sense with his background. But, what sort of tasks would that actually entail if I made a check?
Would he be like, gambling on fighters, or perhaps he acquired a small stable of his own gladiators, and the check result is how well they did, and any profits earned are after replacing dead or maimed fighters, stabling fees, food, taxes, and back room bribes?
DM Crustypeanut |
For now, until I come up with some rules on that, he would just be able to use it in the Downtime rules to gain goods, influence, labor, or magic - likely by betting on teams, offering your knowledge to help train other gladiators (and slaves), etc.
Were you to want actual gladiators, you'd need to buy a Team - I'm not entirely sure which team right now would work for that, but my guess is on Elite Warriors or something similar.
Celeador |
Two things! As I start digging into my character I had an idea. What if the group that my character belongs to "The Sihedron Legion" acted as a group of bodyguards for the Runelords magi? Each Legionare would be paired with a wizard, to protect and watch over, with the secret order that should he or she ever turn again Karazoug, the Legionare would kill them? What gives me this idea is how I am building my character. The bloodrager with the Arcane bloodline is practically made to be an arcane spellcaster killer. I am going to take the superstitious trait (reskinned with the name "Runebranded") giving me +1 vs all saves vs. Arcane spells. When I rage, the DC's to cast spells in areas I threaten also go up by +2. So that brings me to my three questions.
#1 @Lucent: Do you want to be paired off as a team starting? I could act as your legionare, installed as such to insure a secondary form of loyalty? I thought that my character having had his powers unlocked and trained within Xin-Shalast made far more sense.
#2 @Crusty: At the start of the campaign how much snow and winter weather has begun to overtake The Kingdom of Shalast? Also, as I have already made mention of, I want to see a connection between my character and Ungarato the sword of Gluttony, do you mind if I make mention of that in my background? Perhaps he had some sort of interaction with it while in Xin-Shalast?
#3 @Crusty: Going off my "mage-killer" idea, I wanted to talk about story feats for a moment. During my roll up, I got "Vengance" Would you be ok with me making that foe, Arcane spellcasters?
Peanuts |
Jason Bulmahn revises the Arcanist Concept
This sounds so much cooler. I actually liked the 'unlocking their blood' aspect but the Blood Focus mechanic was pretty lame (at least for the sorcerer half of it. Having Resist Cold 5 for half a minute? Pretty meh...). Now it seems they're keeping the cool hybrid spellcasting I like and turning them into a sort of magic vampire or something! :)
Celeador |
Jubal, you asked me in a PM for a character concept so I did some brainstorming. Here is what I would suggest that might the fit of the theme (assuming crusty is ok with it, but flavor wise I think it is perfect!).
Play a Half-Giant Warpriest of Zursvaater!
The Half-Giant is described in the SRD. It specifically says "Some myths claim that they were spawned from fire giants, while others say that they worked in volcanic forges. Regardless of the truth, half-giants are more resilient to heat, a trait that serves them well in the present, as they have a tendency to dwell in arid lands and deserts."
and
"Far back in their ancient history, half-giants were slaves to some form of king. Their stories vary from tribe to tribe, but their former status as slaves is one thread that is common in the lore of every half-giant tribe."
Ok, so if you see where I am going with this, the Runelord uses Firegiants as part of his army. Find a Firegiant from the 6th book of the Rise of the Runelords and tie your character to it.
Zursvaater makes perfect sense as he is the god of Firegiants and fits with the game. Your favored weapon would be a Greatsword, and you could wield one that is Large, doing 3d6 damage. Your Blessings include: Evil, Fire, Law, Trickery, War. Personally, I would choose Fire and Trickery. The copycat ability of Trickery is very solid and the Fire ability to make your melee attacks do STR 1+1/2 + 3d6 + 1d4 is powerful as befits a half-firegiant. Tie it into the runelord setting as well as the mass-murder bit and you are set. Anyhow, if you wanted to try something different, that is what I would do.
Celeador |
As far as feat go, you gain Weapon Focus (Greatsword) as part of being a warpriest and a level 1 bonus feat. Good feats for this build would be Scribe Scroll (Think of it as Hammer Rune?) as well as Toughness (Since your AC will be poor), it also makes sense because Giants are supposed to be tough. The story feat should be Zeal since it improves your combat abilities. Thematically, for traits, your free trait should be one of the following three, but again its largely up to you. Personally however I would recommend: Desert Child (For additional bonus vs fire attacks.), Fire Gods Blessing (made for orc's but considering your religion and race I would allow it. Gives 1hp back each round you deal some form of fire damage. If you set something on fire, you gain 1HP back a round until it is extinguished. Or Scorching Weapons (Combat), allows you to empower upto two weapons as a swift action that deal 1 fire damage. If you took the trait Scorching Weapons and Fire Gods Blessing you would gain fast healing 1 in combat as long as you dealt damage each round. You would have to do a drawback however to make that work.
Anyhow, thats what I would go with. Since your character is supposed to be from the underground, I would suggest placing them near some sort of underground volcano. On page 9 over the "Spires of Xin-Shalast" adventure there is no less than 3 volcanos near the city of Xin-Shalast, so that is the area I would suggest. Anyhow, what do you think? Personally, if I wasn't going with my Bloodrageing Mage Killer of the Sidheridon Legion, I would totally go for this guy. I love the idea, and it fits the campaign to a T.
Jubal Breakbottle |
wow. just wow.
I'll wait for Crusty's blessing, but I'm sold. My only concern is the large-size. The Shattered Star PG suggests not having large animal companions due to the underground frequency.
There's a small-framed feat that I remember that allows a character to ignore squeezing penalties. Need to find it...
Just read half-giant, they're not actually large.
Jubal Breakbottle |
Giant subtype needs low-light vision.
Fire Giants are only Large, immune to fire, have monster Strength, Constitution & natural armor, only dump Dex, have Craft, Intimidate, & Perception
SRD Half-giants have Powerful Build which is not in the custom race builder. Being Large is 7 RP for a data point.
What do you think of my base build? I wanted to take +4 Strength, -2 Dexterity, and +2 Constitution due to the Fire Giant stat array but couldn’t get it to work, because they are all physical stats.
Half-giant
0 RP – Humanoid (giant)
7 RP – Large size (Large creatures gain a +2 size bonus to Strength and a –2 size penalty to Dexterity. Large races take a –1 size penalty to their AC, a –1 size penalty on attack rolls, a +1 bonus on combat maneuver checks and to their CMD, and a –4 size penalty on Stealth checks. A Large creature takes up a space that is 10 feet by 10 feet and has a reach of 5 feet.)
and
? RP – Powerful Build: The physical stature of half-giants lets them function in many ways as if they were one size category larger. Whenever a half-giant is subject to a size modifier or special size modifier for a Combat Maneuver Bonus or Combat Maneuver Defense (such as during grapple checks, bull rush attempts, and trip attempts), the half-giant is treated as one size larger if doing so is advantageous to him. A half-giant is also considered to be one size larger when determining whether a creature's special attacks based on size (such as grab or swallow whole) can affect him. A half-giant can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefts of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
0 RP – Normal (30 ft) Base Speed Quality
2 RP – Flexible Ability Score Modifier Quality (Members of this race gain a +2 bonus to Strength and Constitution)
DEFENSE RACIAL TRAITS
1 RP - Energy Resistance (Members of this race have resistance 5 to fire)
SENSE RACIAL TRAITS
1 RP – Low-Light Vision
And maybe some of these, too:
2 RP – Intimidating (+2 Intimidate)
2 RP – Perceptive(+2 Perception)
2 RP – Natural Armor (Members of this race gain a +1 natural armor bonus to their Armor Class.)
1 RP – Improved Natural Armor (Members of this race gain a +1 natural armor bonus. Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP. Its effects stack.)
2 RP – Improved Resistance (Members of this race increase their resistance to one energy type to 10.
Special: This racial trait can be taken multiple times. Each additional time you take this trait, increase its cost by 1 RP, and increase one other resistance to 10.)
1 RP – Mountaineer (Members of this race are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.)
1 RP – Craftsman (Member of this race gain a +2 racial bonus on all Craft or Profession checks to create objects from metal or stone.)
3 RP – Pyromaniac (Members of this race are treated as +1 level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using bloodline powers of the fire elemental bloodline, using the revelations of the oracle's flame mystery, and determining the damage of alchemist bombs that deal fire damage. This trait does not give members of this race early access to level-based powers; it only affects powers that they could already use without this trait. If a member of this race has a Charisma score of 11 or higher, it also gains the following spell-like abilities (the caster level is equal to the user's character level):
1/day—dancing lights, flare, prestidigitation, produce flame}
DM Crustypeanut |
While not official stuff, since Half-Giants are a 3rd-party race from the Psionics book.. I'll allow it, tentatively.
However, since Psionics has yet to make an appearance in Golarion (Officially), knock off the three psionic-based abilities the Half-Giant has; The "Naturally Psionic", "Half-Giant Psionics" and "Psionic Aptitude" ones.
When I consider half-giants in Golarion Lore, I figure they were crossbred from Shoanti and Fire Giants.. since Shoanti were bred to be a warrior caste of ancient Thassilon.
Jubal Breakbottle |
While not official stuff, since Half-Giants are a 3rd-party race from the Psionics book.. I'll allow it, tentatively.
However, since Psionics has yet to make an appearance in Golarion (Officially), knock off the three psionic-based abilities the Half-Giant has; The "Naturally Psionic", "Half-Giant Psionics" and "Psionic Aptitude" ones.
When I consider half-giants in Golarion Lore, I figure they were crossbred from Shoanti and Fire Giants.. since Shoanti were bred to be a warrior caste of ancient Thassilon.
I'm good with that, too.
cheers
Mabelode |
Oh wow, another bonus feat?
OK probably that Fire Gods Blessing if Crusty approves the applicability of that orc racial feat.
Also the Half-Giant doesn't start with Giant, weird. So I took it with Exchange Agent. If he could start with Giant, he could take Shaoti or Thassilon, if appropriate.
cheers
Celeador |
Yea... I am actually liking warpriest quite a lot as I look at it. It seems to really straddle the line between cleric and fighter well.
Bonus Feats: At 1st level, 3rd level, and every 3 levels thereafter, a warpriest gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as combat feats. The warpriest must meet the prerequisites for these feats.
EDIT: The thing is though, it has to be a Combat feat, and Endurance is not combat nor is Fire Gods Blessing.
Channel Smite and would be good adding another 1d6 3/day and scaling for you since you channel negative energy.
Dazzling Display: Has good synergy if you were playing a Half-orc warpriest.
Improved Initiative +4 Init is always good.
Those are the three that I see as good right now. Combat Expertise opens up alot of other routes, though with your bonus as being larger for the purpose of trips and overruns I think that Power Attack at Level 3 is the way to go.
Al'cazar of the Sihedron Legion |
Celador here! I need to work on my background, personality and appearance but my crunch is done. I extra just like asked for on the cold weather gear and food.
DM Crustypeanut |
Alright sorry guys, my mind has been kind of 'off and on' today. Lets see...
You can have the Fire Gods Blessing, Mabe - but only because it makes too much sense not to let you have it with your character. I should be making you take whatever feat that makes you count as an orc, though. But I won't.
You can start with Giant as a racial language - I don't understand why they don't start with it anyways.
--
Warpriests gain Weapon Focus (Dieties' Weapon only - Greatsword for your deity, if you stick with the fire giant god) and a Bonus Combat Feat - then, you gain your normal 1st level feat. You can get a story feat if you rolled one when randomly rolling your background. I think you got the Glimpse Beyond and Fearless Zeal ones to choose from, from your rolls.
bi0philia |
If you'll allow it Crusty, I think I'll switch to a savage Ulfen xenophobic Skald!
Human Parents(Ulfen)
Human Homeland: 1d100 ⇒ 19 Town or Village (Militia Veteran)
>Human Parents:: 1d100 ⇒ 60 Only father is alive
>Human Siblings: 1d100 ⇒ 842d4 siblings. (Kin Guardian)
>>Number of Siblings: 2d4 ⇒ (3, 4) = 77 Siblings. I'm not rolling all of these unless you really want me to Crusty. (Kin Guardian)
Circumstances of birth: 1d100 ⇒ 84 Born of Violence (Axe to Grind, Bastard)
>Parent's Profession: 1d100 ⇒ 94Merchant(Merchant social trait)
Major Childhood Event: 1d100 ⇒ 46Troubled First Love (Worldly social trait and you roll a d12 instead of a d20 on Table: Romantic Relationships)
>Skald Training: 1d100 ⇒ 60Hatred of Civilization (Barbarian) (Savage Trait)
>Influential Associate: 1d100 ⇒ 47The Boss (Natural Born Leader)
Conflict: 1d20 ⇒ 14 Corrupted an Innocent (6 CP)
>Conflict Subject: 1d20 ⇒ 12 Child/ Young (+1 CP)
>Conflict Motivation: 1d10 ⇒ 9Pleasure
Resolution: -to be determined-
Deity:-to be determined-
Alignment: Chaotic-Neutral (most likely)
Romantic Relationships: 1d12 ⇒ 5 a Few Significant Relationships
Character Drawback: 1d100 ⇒ 53 Race (Xenophobic Drawback)
DM Crustypeanut |
Heh so I was playing around with the Swashbuckler, wanting to make something other than your standard rapier-wielding guy. And this is what I came up with. The Dashing Luchador!
Julio III, the Dashing Luchador
Favored Class Swashbuckler
Favored Class Bonus +5 Hit PointsExperience:
Experience to Next Level:Male Taldan Human Swashbuckler 5/Master of Many Styles Monk 2
LG Medium Humanoid (Human)
Init +9; Senses Perception +0
-------
AC 25 (Touch 17, FF 19)(+5 Armor, +5 Dex, +1 Dodge, +3 Shield, +1 Deflection)
Hp 53 (5d10+2d8+7[Con]+5[Favored])
Fort +6, Ref +13, Will +5; +1 vs Fear
Defensive Abilities Evasion, Bravery +1, Nimble +1
-------
Speed 30 ft
Melee Unarmed Strike +16/+11 (1d6+12/19-20x2) or Power Attack Unarmed Strike +14/+9 (1d6+16/19-20x2)
Ranged
Special Attacks Penache (2), Deeds (Daring-Do, Opportune Parry, Riposte, Recovery, Menacing Swordplay, Precise Strike[+5], Swashbuckler's Initiative), Swashbuckler Finesse, Stunning Fist (2/day, DC 11)
-------
Str 14, Dex 20, Con 12, Int 10, Wis 10, Cha 14
BAB +6, CMB +11(+20 Grapple), CMD 24(29 vs Grapple, 28 vs Disarm, Trip, Steal with Light/One-Handed Weapons)
Feats Improved Unarmed Strike(B), Snake Style(Monk1st), Stunning Fist(B), Agile Maneuvers(1st), Improved Grapple(Human), Weapon Focus(Unarmed Strike)(3rd), Power Attack(4thB), Weapon Specialization(Unarmed Strike)(5th), Greater Grapple(7th), Combat Reflexes(Monk2nd)
Skills (35 - 28[Base]+7[Human]) Acrobatics[7] +15(+19 Tumble), Escape Artist[7] +15, Sense Motive[7] +11, Bluff[7] +12(+22 Lie, +17 Feint), Intimidate[7] +12
Languages Taldane (Common)
SQ
Traits Reactionary, Suspicious
Racial Skilled, Bonus Feat
-------
Reactionary(Trait): +2 to Initiative
Suspicious(Trait): +1 to Sense Motive. Sense Motive is a Class Skill.
-------
Items: Combat Gear: (+1 Brawling Mithral Chain Shirt, +2 Buckler, Armbands of the Brawler, Mask of the Stony Demeanor, Belt of Tumbling, Amulet of Mighty Fists +1, Ring of Protection +1, Gauntlets of the Skilled Maneuver[Grapple]); Consumables: (); Other Gear: (); Animals (); Teams (); Wealth: (0 pp, 1295 gp, 0 sp, 0 cp)Carrying Capacity:
Light (0-58); Medium (59-116); Heavy (117-175);Current Load:
Charbonardent |
introducing Charbonardent. Small-minded people with whom he must cooperate may call him Char.
He took Blind-Fight.
At 3rd, it's probably Power Attack and Furious Focus
bi0philia |
You don't have to roll all of those siblings if you don't want to, Bio - unless you want to include them in your background more thoroughly :P
I kind of just want to make him another in a long line of Ulfen arms dealers, warriors and skalds, the 7th son of a 7th son, with battle flowing through his veins!
I think him and Char---mander--- might get along.
bi0philia |
I'm terribly indecisive, but i want to play a small-size scoundrel so I'm rolling now with a halfling swashbuckler in mind.
Halfling Parents
Halfling Homeland: 1d100 ⇒ 63 Human Settlement (Child of the Streets, Well-Informed )
>Halfling Parents:: 1d100 ⇒ 57 Both parents alive
>Halfling Siblings: 1d100 ⇒ 59 1d4+1 siblings. (Kin Guardian)
>>Number of Siblings: 1d4 + 1 ⇒ (3) + 1 = 4 4
Circumstances of birth: 1d100 ⇒ 38 Lower-Class Birth (Poverty-Stricken)
>Parent's Profession: 2d20 ⇒ (1, 3) = 4 Slaves(Life of Toil trait)
Major Childhood Event: 1d100 ⇒ 23 Death in the Family(Reactionary combat trait and the Deny the Reaper story feat)
>Swashbuckler Training: 1d100 ⇒ 17 Bucking Tradition (Gunslinger) (Resolve of the Rejected Trait)
>Influential Associate: 1d100 ⇒ 90 The Champion (Ambitious)
Conflict: 1d20 ⇒ 6 Negligence (2 CP)
>Conflict Subject: 1d20 ⇒ 11 Scoundrel (+1 CP)
>Conflict Motivation: 1d10 ⇒ 8 Malice(4 CP)
Resolution: -to be determined-
Deity:-to be determined-
Alignment: Chaotic-Neutral (most likely)
Romantic Relationships: 1d20 ⇒ 17 Experience but No Substantial Relationships
Character Drawback: 1d100 ⇒ 40 Pleasure (Hedonistic Drawback)
DM Crustypeanut |
Just to be warned, Bio, the Swashbuckler is all sorts of weak right now.. I'd kinda recommend avoiding it until they fix it up a bit. I mean you don't even get weapon finesse until level 2.. and its not 'real' weapon finesse, so you can't even get Piranha Strike. One guy on the Swashbuckler discussion was having a better time with a Dwarf Swashbuckler with 10 dex and 8 cha, wielding a heavy pick and using full plate. Thats... kinda silly :P
But I won't stop you from playing it by any means - just wanted to give you a heads up on it.
Robert Brookes RPG Superstar 2014 Top 4 |