The Borderland (M&M): A Villager's Perspective
(Inactive)
Game Master
Rocan
A group of villagers need to band together.
Splendid, did you incorporate the healing overnight Forfax? You'll restore 2 hp as well because of that.
As to regard the event happening above in an earlier post, roll me Perception checks please and describe what you're doing, going to do now.
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
Perception Forfax: 1d20 + 8 ⇒ (2) + 8 = 10
Perception Scout: 1d20 + 5 ⇒ (20) + 5 = 25
Forfax will follow close behind Nathan observing everything the other man does hoping to maybe pick up a thing or two.
Forfax, just as Nathan, doesn't see or hear anything, but Scout seems scared of something, he doesn't want to go any further at this point.
Nathan dismounts as his mare bucks under him. "Easy girl, it's alright there's nothing to be afraid of here."
Forfax does notice however Scout's anxiety and his hairs rising up a little.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Taliesin will dismount and weapon in hand will move forward.
well then lets go and investigate?
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
Forfax will strokes Scout's main, "What's the matter boy? Do you sense something? Where is it?" Forfax will then pay close attention to Scout's next movements and then ready his bill and prepare to defend himself.
As a note, you're now still in the woodland areas and under cover of the trees. In front of you are the wide open plains for about 3-4 miles.
Nathan's mare backs off slowly and scout urges back slowly as well. It's as if they feel there's something wrong rather than that see a threat.
Taliesin's Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Taliesin checks the woods but hears almsot nothing, except for soft hoofbeats of a deer that's galloping behind you. Other than that you hear no more bird's song as soon as the horses got spooked.
Checking the plains in front of him he sees nothing threatening as well.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Taliesin will cast a detect magic just to be safe.
i see no threat and in front of us it is just plaines. I have no idea what the horses are sensing that we don't.
Taliesin keeps on Detect Magic for a rounde and many auras pop off around him, Nathan has several auras on him, as does David and Taliesin, Forfax and Elenzar and Taliesin himself. Other than those auras, you can't sense any real magic here.
Am I right in thinking this and the silence of the others as, you guys don't move any further?
48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4
Well shall we then? Looks like it's a hint no trap will go off unless we move...
Nathaniel calmly walks up to Taliesin.
"ANything unusual?...Aside from the obvious lack of sound of course."
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
"Scout's uneasiness is making me a bit uneasy, he's usually such a brave horse so this unrest he's showing must mean there is something really bad out there."
Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7
Sorry I am a little lost on what is going on. We ended the fight and there was some healing. We looked at some things we found in the fight agreed I thought to go check out Olkirk. Forfax appears to be following Nathan but I don't know where Nathan is going or why? Are we on the way to Olkirk?
Well looking back to my post before your intended healing you could see that Nathan is leading you to Olkirk through the woodland areas, as it is the most direct road.
It will take 4-5 days trudging through wooded areas, open wide spaces and rockier ground. About halfway through day two you come to the end of the first woodland area, but both Scout and Nathan's horse don't want go to any further. So I asked you to make a Perception check to notice anything and what you would do.
At this moment Nathan has dismounted and Taliesin has mentioned going on further and see what's spooking the horses.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Well taliesin will come back grab his horse and move out of the woods on foot.
Well lets go and find out what is going on
Taliesin, you didn't get horses from Heartham, so whose horse are you grabbing?
I'll put up a next post when David or Elenzar has posted their actions
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
i am grabbing nathant's to lead him as scout seems to be stronger. soory...
He resists heavily, he doesn't want to go any further and takes a step back from you.
roll me a Handle Animal if you intend to push it.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
handle animal: 1d20 + 1 ⇒ (19) + 1 = 20
Taliesin calms Scout down enough to not get hit by one of his hooves, but he will not budge much.
This is further subject to Forfax's agreement of you taking Scout out of course.
Perception checks round 2
Nathan: 1d20 + 8 ⇒ (11) + 8 = 19
Nathaniel: 1d20 + 2 ⇒ (1) + 2 = 3
Forfax: 1d20 + 8 ⇒ (12) + 8 = 20
David: 1d20 + 5 ⇒ (18) + 5 = 23
Taliesin: 1d20 + 5 ⇒ (6) + 5 = 11
Elenzar: 1d20 + 8 ⇒ (13) + 8 = 21
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
taliesin was trying on nathan's horse. Forfax can handle his own ;)
Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7
Thank you for the clerifacation. I thought Nathan and Forfax were exploring alone something.
When the horses halt. Elenzar looks about for a reason.
David, will loo around, not seeing anything of note other than the woods and the spooked horses. He has heard of dogs, and other domestic animals sensing the presence of ghosts or undead apparitions, but he always thought of them as fairy tales and myths. Of course, until a few weeks ago, he thought goblins were just stories to keep him from doing naughty things as a child.
As David steps forward, the hairs stand on end, giving him pause for concern.
Guys, do you feel that? My little necks hairs are standing on end, like we are entering a magnetic field. I have heard stories pf domestic animals sensing ghost or other phenomena, but I never believed it to be true.....he clearly has a concerned look on his face.
We cannot leave, the horses behind, but we cannot get them to go any farther. Do we go on without the horses, or turn back?
Oops, mixed up the names, sorry Taliesin, the effect still applies though.
"Ho there, Taliesin, you're not taking her when she's scared like that. It's not safe for you or her. She can bite, you know?"
Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7
" oh I feel it and I don't like it. Strange. Great Mother guard us."
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
I have no idea maybe we can take some extra time and go around?
You can have a turn of actions, if you don't move/do anything that's also fine. If so I'll go to round 3
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
"Either my connection to Scout is getting stronger or these ghosts are getting closer, because it making me as tense as him. Does anyone know how to purify a glade?"
48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4
"A mass prayer, with lots of clerics and druids perhaps..."
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Ghosts? I see no ghost. Nathan maybe we can go around this thing ?
"Hmm. perhaps, though I can't quite say where this begins or where it ends, if at all, it is a thing that's causing our horses to spook."
As you are talking about what to do, you can easily sense the wind is increasing, strong winds are coming in a few seconds later the winds are as strong as a heavy storm, though there are almost no clouds in sight.
Scout and Nathan's horse are backing up now faster and both whinny at any attempts to restrain them.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
Everyone move back now ! We are going around this thing taliesin moves back into the forest
perception: 1d20 + 5 ⇒ (12) + 5 = 17
Yeah, I agree friend. I don't wanna find out what that sound is
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
Perception check: 1d20 + 8 ⇒ (3) + 8 = 11
"What sound, I don't hear anything. Though by the way Scout is acting I would have to agree that going through here is a very bad idea."
Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7
perception: 1d20 + 8 ⇒ (11) + 8 = 19
"Might be a storm? We are too exposed either way."
48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4
Perception: 1d20 + 2 ⇒ (11) + 2 = 13
"What are you talking about?"
Lightning strikes suddenly about 20 feet away from you, a tree has been struck and falls over in the woodland. Multiple thunderbolts strike out across the plains and it scares many animals out of their hiding places; several deer and an elk dash across the plains from the woods.
48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4
...Here it comes....*M&M universal knowledge*..
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
"Guys....this is bad, as in REALLY BAD....It flies, lightning around it and it's big.."
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Run ! taliesin will be running but making sure everyone does also
48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4
"Come on, on the triple!! You don't want to be around when it comes into sight.", pulling David and Elenzar into motion.
Perception T10: 10 + 3 = 13
David stares in awe at the sight before him, but quickly turns to run not wanting to feel the force behind it.
Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7
perception: 1d20 + 8 ⇒ (1) + 8 = 9
Elenzar moves with the others searching for what might be an opportunity for sheltering the storm. "We need to find a place of shelter we cannot flee a storm."
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
Perception check: 1d20 + 8 ⇒ (4) + 8 = 12
"I'm not sure there is a shelter that can protect us from that." Forfax points toward the yellow shape in the sky.
With the others pointing at the shape, Elenzar can see it easily enough.
Nathan turns his mare around and pulls her away from the open plains as soon as possible.
"We don't want to linger here too long, we should find better cover to hide for when it passes.At least a denser canopy cover."
The enormous shape in the sky passes you and you all hear the loud cries of an elk above the sound of thunder.
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
Forfax turns Scout and follows Nathan, which Scout seems very happy to do.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Kn Arcana: 1d20 + 8 ⇒ (17) + 8 = 25
Reflex Saves
Nathan: 1d20 + 5 ⇒ (10) + 5 = 15
Nathaniel: 1d20 + 3 ⇒ (9) + 3 = 12
Taliesin: 1d20 + 3 ⇒ (18) + 3 = 21
Forfax: 1d20 + 4 ⇒ (17) + 4 = 21
David: 1d20 + 2 ⇒ (8) + 2 = 10
Elenzar: 1d20 + 4 ⇒ (19) + 4 = 23
Running away from the giant yellow shape in the sky, the group barely evades several falling logs and low overhanging branches. David almost takes a smack in the face of one such a branch but ducks just in time.
The sudden appearance of the shape disappears almost as quickly as it had appeared after about 10 minutes. The storm and sounds of thunder seem to move more northward and then to the east, the immediate danger seems to have gone away from you.
Scout and Nathan's horse both seem to calm have calmed down as well and Nathan mounts again.
"What was that thing? It only looked like something I've heard of in stories."
Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3
"That was like something from a nightmare, it followed no wind currents so it wasn't natural."
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
Amazed about the creature he just saw One of the rarest kind of thunderbird a Yellow one, storm clouds and lightning strikes accompany it wherever it goes.
Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7
"What in the world was that.
Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)
"If Taliesin has the right of it, it's rare that they come here. They make their homes and nests in the mountains according to stories my grandma told me. It's possible that they come here occasionally, but the last sighting of them was apparently when my grandma was a little girl."
"The coast looks clear now, but we'd do well to trust our horses when they buck again, it might mean another one of those approaching."
Nathan rides slowly back to the plains, and watches the sky overhead until you follow him or decide otherwise.
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First time DM-ing on the Paizo-forums, I want to try out my homebrew campaign I started at a tabletop.
As the title suggests this will be a tribute to one of my favourite RPG's and fantasy worlds I grew up with; the Might and Magic universe, to be more precise the world of Antagarich.
I will be keeping the Pathfinder rules, but will be adding a few new races (Lizardmen,Gnoll and re-styled goblin/orc), a new class (Beastmaster) which had been tested for a few levels and a few flavourful items and events.
My ideas for this tribute are:
- The AP from the original game, complete with the Scavenger Hunt, perhaps two groups (4-5 PC's each) could compete with each other to go on in that way.
-A new campaign I already have written several encounters for, set in a contested area where the players might start of as simple villagers or mercenaries.
As the villagers I'd like to see their progress as which role they'd take in a new team for survival. So Commoner --> Expert/Warrior/Adept --> PC classes. Perhaps also randomly rolling for stats to encompass their non-adventuring past, just to see what characters you could build, but I'll keep that as an optional thing.
Both types of campaigns could have a little bit of kingdom/city building in it, if people would want that.
However I want to see what the interest for such a campaign might be and which style people would like.
Edit: I'll put up character creation guidelines up front.
Character Build Rules
20 point-buy (or roll for villagers)
Level 1
Starting Gold: Average for your class (Villagers will be less)
Alignment: Any, but a coherent group is preferred
Classes: All Core Classes, Alchemist (no extra appendages), Cavalier, Inquisitor, Magus, Witch and my Beastmaster.
Archetypes are allowed but have to be run by me first, just one per PC.
Races: All Core Races except Gnomes, my Lizardmen and Gnoll race + standard Tiefling and Aasimar, though they are very rare in that world.
DM: what would be your rolling method ?
doting for interest btw
The rolls for the villagers would probably be 4d6 drop lowest.
stat: 4d6 ⇒ (3, 2, 1, 6) = 12 = 11
stat: 4d6 ⇒ (6, 6, 2, 5) = 19 = 17
stat: 4d6 ⇒ (3, 3, 6, 1) = 13 = 12
stat: 4d6 ⇒ (5, 2, 5, 5) = 17 = 15
stat: 4d6 ⇒ (5, 5, 2, 6) = 18 = 16
stat: 4d6 ⇒ (5, 3, 5, 6) = 19 = 16
i'll play a villager i have a concept or two i want to try.
what are the stats for the Lizardmen ? / Beastmaster ?
so villagers would take first NPC class then we would retrain those levels into pc class later in the game?
Races and Class can be found here.
Lizardmen, Gnoll and Goblin.
Beastmaster Class
Algar Lysandris wrote: so villagers would take first NPC class then we would retrain those levels into pc class later in the game? Exactly, however I would like a full group of villager enthusiasts for that.
i like the beastmaster class i would either play 1/2 elf or human... going into it.
I'm interested. I'll go with a 20 point buy. Question, what about traits?
i called a few friends over to this thread to go villager's option like me
Hmm, that I missed those.
You may have 2 Traits from different categories. If we do go for the villager plan, please make sure that neither of them requires a militaristic background or a magical one. As you have known neither, being the simple villager/peasant you are.
Well, I am one of the chosen called :)
I like the villager idea (fairly similar to an idea I have had in the back of my mind for a while, if you want details on the epic idea, pm me) and would have to see about those links and conversions you did but first stats!
4d6 ⇒ (1, 3, 6, 2) = 12 11
4d6 ⇒ (4, 5, 4, 5) = 18 14
4d6 ⇒ (5, 1, 2, 6) = 14 13
4d6 ⇒ (6, 2, 1, 5) = 14 13
4d6 ⇒ (3, 6, 4, 1) = 14 13
4d6 ⇒ (2, 4, 4, 5) = 15 13
Apparently my guy is lucky #13 :P
All odd numbers, highest is a 14. Fun times DX
I wouldn't mind trying a villager. So lets see about these rolls.
4d6 ⇒ (1, 5, 2, 5) = 13-1=12
4d6 ⇒ (6, 6, 3, 5) = 20-3=17
4d6 ⇒ (2, 6, 6, 1) = 15-1=14
4d6 ⇒ (6, 1, 5, 6) = 18-1=17
4d6 ⇒ (2, 1, 5, 3) = 11-1=10
4d6 ⇒ (3, 6, 2, 6) = 17-2=15
Now that a pretty wide spread and very useable.
Yae hello gobo hord and welcome :)
lets see how this old story teller fare shall we, while we listen to his stories by the fire)
oh btw dm we both (gobo hord and I) hope that you can post a few times per day.
I was thinking of doing an Aasimar Commoner-->Expert-->Cavalier, if this would be fine with you I will start stating him up.
Excellent we have at least enough to start a game, though I'll keep Recruitment open at least till the end of the week.
I aim to start this game next monday (15th).
What I would aks of you is to post at least your intended race and the simple weapon your proficient with.
Some proficiencies may be fluffed into a farming tool with the same stats.
For instance longspear into pitchfork and light mace into workhammer.
Farming tools and equipment will be easier to find lying around then actual weapons so be aware of that.
If I know your races, it is easier for me to determine which contested land you would be in, so as to create the beginning of this game together.
Edit: Algar, I aim to post once/twice a day, that could be more.
@Iron Killer, Aasimars are fine, though they are rare in this world, you should have a good backstory to it why an angel would have blessed your family in this way.
Human, farmboy going into stable boy going into veterinarian as a commoner (weapon: club). for PC class => Beastmaster with a dip into cavalier.
Gobo you could play a female hedge witch with healing hex and prophetic dream and the 3 of us would be chilhood friend.
Protection you on your life quest and sutch..
Sadly I never played a witch (and never really cared to, dont like the fluff the same way some dont like gunslingers) and never played a female (cant wrap my head around how, I am way to much of a guy :P)...
So sorry thats not going to work XD
As for race, I will be human but I am still trying to figure out what I can do with those... less than stellar stats ^_-
So I am currently thinking of creating a sanctified charaltian rogue loosely based off of this guy. Basically the village pastor who dosent believe what he is preaching yet he has the backing of the church.
Still working on the idea though :)
i like them alot they are a fun and polyvalent class. (male of female)
As I mentioned you are limited to only one Archetype.
But keep thinking what your PC might do as a villager before that, love the ideas. I'll have a post up regarding the place and name of the village end of the week.
who is going to take care of our mortal bodies and heal us? :)
You need not to worry about it that much in the beginning, however doing anything crazy or rash like charging into a wolves den will likely get you beyond a timely healer.
This is just a preliminary backstory:
Forfax has a very mysterious ancestry, at least mysterious to him. Generations back, further back then anyone is willing to remember, a celestial took the form of a human and seduced a beautiful young woman. Their son became well know paladin adventurer, but over the years even his name has been lost to the ages. For generations the celestial blood has laid dormant until the birth of Forfax to poor farming family, but they don't understand what is "wrong" with their son so they try to hide his differences and encourages Forfax to do the same.
Please let me know if this is acceptable and if anyone else has some suggestions how I could make it better I'm open for just about anything.
I was thinking he would be proficient with the pitchfork to evolve into a longspear or trident later on.
Dotting for interest ofc.
Str 4d6 ⇒ (6, 6, 1, 6) = 19-1= 18
Dex 4d6 ⇒ (5, 5, 2, 4) = 16-2=14
Con 4d6 ⇒ (5, 5, 4, 6) = 20-4=16
Int 4d6 ⇒ (2, 1, 5, 1) = 9-1=8
Wis 4d6 ⇒ (3, 4, 6, 4) = 17-3=14
Cha 4d6 ⇒ (5, 6, 5, 3) = 19-3=16
Not bad.
I'll work the on rest later.
Iron Killer, that looks good.
@ Chyrone, welcome, those are some nice stat rolls.
Everyone think of a few personality traits your character might have and a bit of his background.
We will add more to their background as we go, so not much is needed right away, just some basics.
and Joseph, I think you can work with your stats, amaze me.
Cool, I'll try to stat him up and create an alias tonight some time.
Those stats are not bad? Lol, check out my lucky #13!
Btw, yup, I should be able to make something work with those stats, tho I might not be the most effective :P
Only 1 archetype? I missed that but it is ok, santified is really for flavor only and doesn't kick in until level 4 anyways so it can be in title only.
Ah, yes, I wanted to ask about favored class bonus, I assume we don't get one until we actually get a class? If we are say an adept and we take our first level as fighter do we keep the different class skills and extra skill points? What if you went full bab npc class (like the warrior) and partial bab PC class (like rogue or mangus), do you keep the first point in bab?

Joseph Bonkers wrote: Ah, yes, I wanted to ask about favored class bonus, I assume we don't get one until we actually get a class? If we are say an adept and we take our first level as fighter do we keep the different class skills and extra skill points? What if you went full bab npc class (like the warrior) and partial bab PC class (like rogue or mangus), do you keep the first point in bab? You bring up an interesting point. I'd have thought people would choose adept if they would go magic classes, warrior if going full BAB ones and expert for skillful PC classes or flavour.
As such that your development has to make sense.
However you will get a favoured class bonus as an NPC class, keep the weapon and armor proficiencies from your previous npc class + their skill ranks. HP at level 1 will also travel with you, unless your PC class has better.
BAB and saves will travel with you, but will wait till caught up, before progressing. So a BAB of +1 will stay that until you have reached +1 BAB from your actual class. Spellcasting of the Adept will be overwritten by your next class.
Warriors going into Magus and Adepts going into Paladins is alright, Expert or Adept into Fighter for optimalisation is not.
Intrigued as well. Lets see what the dice roller says...villager stats...
4d6 ⇒ (3, 4, 4, 5) = 16
4d6 ⇒ (2, 6, 2, 4) = 14
4d6 ⇒ (4, 5, 2, 1) = 12
4d6 ⇒ (5, 5, 6, 1) = 17
4d6 ⇒ (4, 2, 2, 5) = 13
4d6 ⇒ (2, 4, 3, 2) = 11
How many traits are you allowing, I know the standard is 2 but since you didn't specify in the character creation section I thought I'd ask.
Ye Old Storyteller wrote: You may have 2 Traits from different categories. If we do go for the villager plan, please make sure that neither of them requires a militaristic background or a magical one. As you have known neither, being the simple villager/peasant you are.
I've got my character stats all done except for the gear, what is the starting wealth for a commoner?
Your starting wealth will be 50 gp, you have some gear and equipment, but not alot.
i am mostly ready also...
A club a hide armor and my Stable Boy is ready to go.
So...9/11/11/12/13/16
Lets go human commoner-->warrior-->barbarian
Initial stats would look like
strength 16
dexterity 12
constitution 13+2=15
intelligence 11
wisdom 11
charisma 9
Works in the blacksmith shop. Physically built, but that's about it. Average common sense and book smarts.
Weapon: hammer
Gear: hammer, hide armor
Gilthanis wrote: Gear: hammer, hide armor I thought commoners weren't proficient with any armor?
Iron Killer,
When it comes to the hammer;
Wouldn't it be logical for a blacksmith to be proficiant with his worktool?
The hammer's fine because you can be proficient 1 weapon, or tool, but the NPC description for a Commoner says that they are not proficient with any armor or shields.
Ye Old Storyteller wrote: Some proficiencies may be fluffed into a farming tool with the same stats.
For instance longspear into pitchfork and light mace into workhammer.
Something along this line....but i could be wrong.
Commoners are not proficient with armor and would take the AC penalty of the armor to attack rolls and check that involve moving.
So think again if you want to actually wear that armour from the start.
The hammer is indeed fine, I'll fluff it to a blacksmith's hammer if necessary.
So we have 3 humans and an aasimar, Chyrone do you already have an idea for race?
A human armorer comes to my mind.
So we have these applications
Chyrone - Human Armorer - Blacksmith's hammer? (what kind of armorer?)
Iron Killer - Aasimar Farmer/Peasant - Pitchfork
Gilthanis - Human Blacksmith - Blacksmith's hammer
Algar Lysandris - Human Stableboy - Club
Joseph Bonkers - Human Pastor(?) - what kind of weapon?
Safe to say you are all in.
Armorer in metal. Mails, plate, metal shields.
Maybe the pastor uses heavy literature? A big tome would come to mind. Or he uses healing magics and a walking staff.
DM quick question. When we will retrain our NPC class into PC classes will we retained also feats? (i will adjust a few things depending)
You will retain your feats yes, you won't unlearn something that easily.
Sorry, forums have been acting up yesterday, I haven't been able to get on at all.
My thinking.
Commoner→Aristocrat→Charlatian Rogue.
Human, I dunno what kind of weapon :S thinking dagger.
Traits would be spirit guide and power of suggestion, still looking at these :P
As for feats, skill Focus: bluff is one possibility. False casting might be a fun, but not powerful idea.
The problem is that I will not really be great at anything, considering that I will have 0 bab and at most a +1 modifier :(
I'm still trying to think outside the box on this one :)

This is Iron Killer:
I was hoping to get this up last night but with the site down all night I was unable to, so I just created it this morning.
Here's the stat block for Forfax:
Forfax
Aasimar Commoner 1
NG Medium Outsider (native) and Humanoid (human)
Init +9; Senses Darkvision 60ft, Perception +7
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Defense
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AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d6+2)
Fort +2, Ref +3, Will +1
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Offense
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Speed 30 ft.
Melee Pitchfork +3 (1d8+4/x3) and
Unarmed strike +3 (1d3+3/x2)
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Statistics
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Str 17, Dex 17, Con 14, Int 12, Wis 12, Cha 17
Base Atk +0; CMB +3; CMD 16
Feats Improved Initiative
Traits Reactionary, Snake Hater
Skills Perception +7, Profession (Farmer) +5, Ride +7
Languages Common
Combat Gear Cavalier's Kit, Shabby Wide Brimmed Hat, Peasant's Outfit, Donkey, Pichfork, 14 gp
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TRACKED RESOURCES
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Special Abilities
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Skilled-+2 racial bonus on Diplomacy and Perception checks
Spell-Like Ability-daylight once per day
Celestial Resistance-acid resistance 5, cold resistance 5, and electricity resistance 5
Scion of Humanity-Some aasimars' heavenly ancestry is extremely distant. An aasimar with this racial trait counts as an outsider (native)and a humanoid (human) for any effect related to race. Including feat prerequisites and spells that affect humanoids. He can pass for human without using the Disguise skill. This racial trait replaces the Celestial language and alters the native subtype.
Reationary Trait-+2 to Initiative checks
Snake Hater Trait-+2 trait bonus on Knowledge (dungeoneering) checks and Knowledge (dungeoneering) is always a class skill for you.
Joseph you may not have stellar stats, but you need not be the best in combat to shine. You can get a +3 modifier at most or 2 +2 modifiers, or even a +3 and +2 with alternate racial traits of humans.
Rogues and Bards are still a possibility and are also great additions to a team, seeing as we got at least 3 melee characters that can take a punch, you might be the one that bolsters them or knows every other trick in the book they don't know.
Also Aristocrat is out of the picture, unless you are convincing enough for others to believe you are of blue blood. Skill Focus (Bluff) might still be a good idea if you want to do that.
Iron Killer, that looks great I love the idea of a commoner having +9 Initiative, ready to bolt whenever there might be real danger. Should have seen that coming though ^^.
Chyrone: since you got armor I will take craft weapons.
My barbarian is gonna take the Brutal Pugalist archetype. He likes to work with his hands since he was a smither, so it makes sense to me. Any objections? For now my simple weapon will be the morningstar, made by myself of course lol. Will get an alias up once I get some sleep :)
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