Eragar |
I know most of this information would normally go in the recruitment thread, but I'm putting it here instead. Let's get started.
Restrictions for Character Creation:
- You don't necessarily know each other, but you are welcome to intertwine your backstories if both players agree to it.
- Generally, anything not on the PRD here is unavailable. I may allow case-by-case exceptions to this, and with the minor role your stats will have it probably won't matter, but I would rather not have any surprises.
- No guns or other advanced tech from the Technology Guide.
- Nothing from the Advanced Race Guide.
- As mentioned before, this will use the Golarion pantheon, but none of the Golarion history (different planet)
- 3rd level.
- Attributes will be rolled 4d6, dropping the lowest, rerolling anything less than 7 (see spoiler for example). I'm not worried about anyone cheating, but please roll your stats in this thread so there is no question. If anyone gets especially poor rolls I may allow them to reroll everything.
- Instead of a one rank limit in each skill per level, I'm houseruling a three rank limit per level. This will allow you to specialize a little bit more into skills that will end up actually being useful.
- Each player will start with the +2 headband or belt of their choice as a gift from the king. If you want to stat out the rest of your equipment, you can have 2,000 GP. But generally I'm going to assume that you have access to any item costing less than 100 GP.
- If any of you decide to have a family, be aware that I will control them at any times they become relevant to the story, but you are in charge of giving them names and basic backstories and I will stay true to those as much as possible.
- This continent you are on has been completely isolated from the rest of the world. As such, any sentient creatures here will speak different languages than you would otherwise expect. Keep that in mind before assigning all of your skill points to Linguistics.
- We will be using the optional rules for the Leadership Role Skills.
Spoiler:
4d6, drop lowest die, reroll anything less than 7.4d6 ⇒ (1, 2, 1, 2) = 6 = 18
4d6 ⇒ (2, 1, 2, 3) = 8 = 10
4d6 ⇒ (4, 2, 3, 2) = 11 = 14
4d6 ⇒ (6, 1, 1, 3) = 11 = 14
4d6 ⇒ (6, 1, 1, 2) = 10 = 17
4d6 ⇒ (1, 4, 2, 3) = 10 = 11And now assigned as I choose.
If any of those final numbers (after dropping the lowest value die) had been less than seven, I would have rerolled all four of those dice.
- Am I forgetting anything?
I will be using google drive for maps. I'm still working out a few kinks (like how to represent individual armies on the world map), but I think this will work best for what I need it to do.
Finally, there is one more question I need everyone to vote on before we start.
I'll take whichever option has the most votes from you guys.
You will also need to decide as a group what the alignment of your kingdom will be, as well as which leadership roles you will each take.
Peet |
Reporting in. I don't have a character for this yet and figured I would wait for others to pipe up as to that they would like to play.
Do we have any information on the surrounding world?
BTW I think 3 ranks per level in a skill might be a bit overkill. At 10th level you could have 30 ranks in something. For what you want to happen, 2 per level would probably be enough, or even 1.5 per level. I'll go with how you want to work it, just my opinion.
Okay, rolling...
4d6 ⇒ (5, 2, 3, 4) = 14 12
4d6 ⇒ (3, 2, 4, 6) = 15 13
4d6 ⇒ (1, 1, 5, 6) = 13 12
4d6 ⇒ (5, 4, 3, 1) = 13 10
4d6 ⇒ (2, 3, 1, 6) = 12 11
4d6 ⇒ (4, 3, 6, 6) = 19 16
Hmmm... 18-point buy. Probably workable for this kind of game.
Are any races allowed outside core? I've been roleplaying for nearly 40 years and am a bit bored of elves and dwarves.
Peet |
Guys for those of you who haven't done the kingdom building thing before, you should know that some roles are much more important than others. Some roles you can get away with leaving unfilled, others you can't.
The way I think about them is to group them into three categories.
Primary Roles are the roles where unrest is generated if the position is not filled. If you are unable to control unrest your kingdom can collapse, so this is important. The Primary roles are:
Ruler (needs good CHA and knowledge (nobility))
Councilor (needs good CHA or WIS and knowledge (local))
High Priest (needs good CHA or WIS and knowledge (religion))
Spymaster (needs good DEX or INT and Sense Motive)
Treasurer (needs good INT or WIS and profession (merchant))
(I would also consider Treasurer to be Primary. You don't get unrest if there is no treasurer, but you cannot levy taxes, which also paralyzes the kingdom.)
Secondary Roles are ones that have a penalty for being unfilled but do not generate unrest if they are vacant. These are:
General
Grand Diplomat
Magister
Marshal
Warden
Tertiary roles are ones that there is no penalty for leaving empty. They are:
Consort
Heir
Royal Enforcer
Viceroy is also never needed unless you have a vassal state.
-----
Anyway, the point is I would suggest that the players try to choose Primary roles for themselves. I have no particular preference right now.
Eragar |
Do we have any information on the surrounding world?
I knew I was forgetting something. I'll add it to the campaign info tab in a minute.
On the topic of leadership roles--since you won't be adventuring, I will allow each player to take up to 2 roles (but make sure you split up the primary and secondary roles Peet mentioned; I want everyone to feel like they're doing something). That will give you 21 days of work a month and should cover pretty much everything.
Peet, to answer your question about races, go ahead and take anything that isn't too unusual or powerful. Also keep in mind that the vast majority of your current subjects are humans, with all of the racial bias that entails. I'll limit the impact that has (i.e. it shouldn't affect any rolls you make, but it probably will influence roleplaying), but be warned.
Crayfish Hora |
4d6 ⇒ (3, 5, 3, 3) = 14
4d6 ⇒ (4, 2, 5, 6) = 17
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (5, 5, 6, 5) = 21
4d6 ⇒ (3, 2, 6, 3) = 14
4d6 ⇒ (4, 1, 2, 5) = 12
So 11, 15, 16, 16, 12, and 11. Not bad at all.
I know I'm sneaking in here so late at night, but if it's alright, I can strum up a dwarven merchant man and make some money, buddy. Unless someone else wants it, I wouldn't mind that Treasurer position.
Timeskeeper |
4d6 ⇒ (4, 3, 6, 2) = 15
4d6 ⇒ (5, 1, 6, 3) = 15
4d6 ⇒ (5, 3, 6, 3) = 17
4d6 ⇒ (3, 3, 3, 1) = 10
4d6 ⇒ (6, 6, 6, 4) = 22
4d6 ⇒ (3, 5, 6, 4) = 18
Wow, not too bad on the rolls.
Do note that the character creation does say we have a King already as he gifted us each +2 headbands. Though honestly that works fine with me because I was hoping to take the Consort role along with the Councilor and/or Grand diplomat.
However, that said the first of the two choices makes it sound like we took over from the first rulers. So, to we already have a King?
If not, hey Kevin, if you take the ruler role to you want a wife already? XD
(Also this is assuming your character will be male. I can't play male characters well for long periods of time. Small bits here and there, sure, full campaigns? Nope. Kinda bothers me a bit... Won't lie.)
Kevin O'Rourke 440 |
My character will probably be male and I wouldn't have an issue with it at all, I'll be honest I had idly pondered taking the squire feat if I got the ruler to have a consort, the bonuses are nice. I imagine our ruler will be a governor or a lesser title than king at least for a while.
If I was going ruler I'd be tempted by a bard, good charisma and skill points are a winning combination. I'll tentatively put myself forward.
Kevin O'Rourke as Ruler and [I'll wait til people have found positions before taking one]
So Crayfish as Treasurer and ???
Timeskeeper as the Councilor/Grand Diplomat and Consort
Peet is holding off til later.
Phntm888 -Hasn't responder yet
BeastMasterFTW -Hasn't responded yet
Havocprince -Hasn't responded yet
Eragar |
However, that said the first of the two choices makes it sound like we took over from the first rulers. So, to we already have a King?
I should clarify this. If you look in the campaign info tab I wrote out some stuff. King Dammi is the ruler of the Beral kingdom, and is sending you guys to start a new vassal kingdom on the new continent.
Although your player ruler will technically be a Viceroy instead of a king (or queen), for all intents and purposes that player will be treated as the actual king (or queen), including for stat bonuses. Dammi doesn't want to have to micromanage you, so you'll be almost completely autonomous. At some point your kingdom will gain independence from the Berals, and your ruling player will actually be king (or queen).
Timeskeeper |
Thinking about going sorceress with either the Imperious Bloodline or the Arcane Bloodline.
Opinions?
Havocprince |
You know, some of us have to wake up to post :P
4d6 ⇒ (5, 5, 5, 1) = 16 15
4d6 ⇒ (5, 5, 3, 5) = 18 15
4d6 ⇒ (5, 3, 6, 1) = 15 14
4d6 ⇒ (1, 3, 6, 3) = 13 12
4d6 ⇒ (6, 2, 1, 6) = 15 14
4d6 ⇒ (5, 2, 1, 2) = 10 9
I some how managed to get the 25 point buy right on the nose.
Looking to be the spymaster/magister for our little adventure.
Empiricist Investigator.
Phntm888 |
Hi, I'm here. The message went out overnight, and I was sleeping (and watching hockey).
4d6 ⇒ (6, 1, 2, 2) = 11 10
4d6 ⇒ (5, 4, 4, 4) = 17 13
4d6 ⇒ (2, 6, 1, 6) = 15 14
4d6 ⇒ (2, 5, 3, 3) = 13 11
4d6 ⇒ (6, 6, 1, 1) = 14 13
4d6 ⇒ (5, 6, 1, 3) = 15 14
Hmmm...I could do a 17 point buy.
So, 13 leadership roles, 6 players, 2 each, that leaves one that won't be filled.
We cool with leaving the "heir" spot empty? I feel like that should be set up in-game, know what I'm saying?
By the way, relevant abilities for the secondary roles are:
General (CHA or STR and Profession (soldier))
Grand Diplomat (CHA or INT and Diplomacy))
Magister (INT or CHA and Knowledge (arcana))
Marshal (DEX or WIS and Survival))
Warden (CON or STR and Knowledge (engineering))
Consort (Half CHA and knowledge (nobility))
Heir (Half CHA and knowledge (nobility))
Royal Enforcer (DEX or STR and Intimidate))
We also can have two Rulers instead of a ruler and a Consort, if Timeskeeper and Kevin O'Rourke want their characters to be married, we then just won't have someone in the Consort role.
I'm open to most roles. For characters, I was thinking either a Cavalier (General/Warden), an Investigator (Magister/Spymaster or Royal Enforcer/Spymaster), a Cleric (High Priest/Councilor, High Priest/Magister), or a Ranger (Marshal/Warden).
As to Kingdom type, I'd like to start the game with us arriving with the first group of settlers. I think it's more interesting and fun that way.
EDIT: Havocprince posted while I was writing this, so I'll eliminate my Investigator idea for Magister/Spymaster from consideration.
For the record, Havocprince, I think a Mastermind Investigator makes for a far more interesting Spymaster than an Empiricist.
Eragar |
GM, a question about skill points. Are we using background skills as well?
Given that you won't be adventuring, I don't feel the need to give extra skills specifically to flesh out backstory, so no.
(But if you use your favored class bonus for a skill point instead of a hitpoint ((which you definitely won't use)), you'll make up half the difference anyway)).Phntm888 |
I figured. I just wanted to ask since some classes can be very skill point starved.
Are you okay with things from the Pathfinder Player Companion: Magic Tactics Toolbox? There's a couple neat channeling feats from there I was looking at. I know the PRD on Paizo's site doesn't usually have things from the Player Companions, but they are posted on d20pfsrd, which sources which book each feat comes from.
BeastMasterFTW |
doing some rolling now, not sure exactly what to go for, im gonna look through things first.
4d6 ⇒ (3, 6, 4, 2) = 15=13
4d6 ⇒ (4, 1, 2, 6) = 13=12
4d6 ⇒ (6, 1, 4, 4) = 15=14
4d6 ⇒ (6, 3, 6, 3) = 18=15
4d6 ⇒ (4, 2, 3, 6) = 15=13
4d6 ⇒ (1, 2, 4, 4) = 11=10
Wow, nice 20 point buy there. no particularly high stats, so we will see how this goes.
Phntm888 |
This is the character list Peet posted up when someone else asked if there was still room:
Phntm888
Kevin O'Rourke 440
Peet (me!)
Timeskeeper
BeastMasterFTW
Havocprince
It looks like Crayfish Hora was also invited in, which takes us to 7 submissions, as well as the GM's wife, so that's 8, which means some people doubling up and others not.
That being said, I've decided I want to call the Councilor position. I've created an Abadarian cardinal cleric I've decided will be a blast to play, and he could be used for either High Priest or Councilor (or both), but I like him for Councilor definitely. High Priest is yours if you want it, BeastMaster.
That makes the current leadership break down:
Ruler - Kevin O'Rourke
Co-Ruler/Consort - Timeskeeper
Councilor - Phntm888
General - empty
Grand Diplomat - Timeskeeper
Heir - empty (leave empty?)
High Priest - BeastMaster FTW
Magister - Havocprince
Marshal - empty
Royal Enforcer - empty
Spymaster - Havocprince
Treasurer - Crayfish Hora
Warden - empty
Eragar |
GM, what is the overall status of the core races? I didn't notice anything about a Dwarven nation or Elven nation or anything like that in the campaign info, so I was wondering, are they just not known, or are they integrated into other nations?
They are integrated. The Conclave has only sylphs and elves, all the rest are a mix of the core races and a few members of other races, but they are all primarily human.
Before I forget--it looks like we so far have one vote to start completely from scratch, and no votes otherwise. I'll leave the voting open until everyone has finished their characters, and then anyone who hasn't voted will be counted as abstaining.
Kevin O'Rourke 440 |
Well I don't think we need to pick a patron deity necessarily but I suspect any PCs that are priests of specific deities will make them potentially far more popular.
That said, I'd imagine in a colony in the early stages it'd attract quite a few followers of Erastil. Of more concern are which deities will be outlawed in the colony? On Golarion Norgorbor is almost universally outlawed but this isn't Golarion. Depending on what kind of alignments the party members take might influence that. I generally like to do characters along the good axis but I can do a solid villain if the group goes that way but if thats the way I'd generally prefer LE.
As for Government types to consider... Autocracy, Oligarchy and Republic would be the ones I'd be happiest about. I mean I could live with Overlord if ye really love me that much...
Autocracy: A single person rules the kingdom by popular acclaim. This person may be elected by the people, a popular hero asked to lead, or even a hereditary monarch who rules with a light hand. Modifiers: None.
Magocracy: An individual or group with potent magical power leads the kingdom and promotes the spread of magical and mundane knowledge and education. Those with magical abilities often enjoy favored status in the kingdom. Modifiers: Lore +2, Productivity –1, Society –1.
Oligarchy: A group of councilors, guild masters, aristocrats, and other wealthy and powerful individuals meet in council to lead the kingdom and direct its policies. Modifiers: Corruption +1, Law –1, Lore –1, Society +1.
Overlord: The kingdom’s ruler is a single individual who either seized control or inherited command of the settlement and maintains a tight grasp on power. Modifiers: Corruption +1, Crime –1, Law +1, Society –1.
Republic: The kingdom is ruled by a parliament of elected or appointed officials who represent the various geographic areas and cultural constituents of the kingdom, making decisions for the whole through voting, bureaucratic procedures, and coalition-building. Modifiers: Crime –1, Law –1, Productivity +1, Society +1.
Secret Syndicate: An unofficial or illegal group like a thieves’ guild rules the kingdom—the group may use a puppet leader to maintain secrecy, but the group pulls the strings. Modifiers: Corruption +1, Crime +1, Law –3, Productivity +1.
Theocracy: The kingdom is ruled by the leader of its most popular religion, and the ideas and members of that religion often enjoy favored status in government and the kingdom. Modifiers: Corruption –1, Law +1, Lore +1, Society –1.
Phntm888 |
I concur with Kevin regarding a patron deity. Unless we want to go the Theocracy route, I'd say let's not have one.
Regarding Government types, I'd say stick with an Autocracy. We have a Royal Governor - appointed by the King - who oversees the new colony, along with his various advisors. I think that makes the most sense starting out overall, unless we want to do an Oligarchy with the PCs serving as more of a ruling council - putting us on a more equal footing, with Kevin having "first among equals" status.
Phntm888 |
Very nice. I like that we won't have the same deity - it opens up the opportunities for some RP friction, but nothing too serious.
Were you still thinking of grabbing High Priest, or should we wait until everyone has chimed in before choosing it?
Ruler - Kevin O'Rourke
Co-Ruler/Consort - Timeskeeper
Councilor - Phntm888
General - empty
Grand Diplomat - Timeskeeper
Heir - empty (leave empty?)
High Priest - BeastMaster FTW/Phntm888
Magister - Havocprince
Marshal - empty
Royal Enforcer - BeastMasterFTW
Spymaster - Havocprince
Treasurer - Crayfish Hora
Warden - empty
Crayfish Hora |
Obviously, the Ruler needs a Consort and a Wife! And if this was an Islamic country, you would have so many wives. Then they would all have children and it takes only one wife with her funny (and dangerous) traits to ruin a country by trying to assassinate the other wives/wives' children.
The things you learn in Crusader Kings, I tell ya.
As for my character, I'm pretty sure I'll go with a vigilante for what my idea may include. Gotta make bank!
I would be alright with an Oligarchy or an Autocracy government. For a vote, I don't mind starting fresh.
Timeskeeper |
Yay! Someone else plays Crusader kings! I love that game. Also it's the same with tribal kingdoms. The wife doesn't like that you have a concubine or two and tries killing them. Also the rules say if you have a co-ruler as a spouse you can't have a Consort. XP
Cool with starting fresh as well.
Crayfish Hora |
Obviously the rules weren't written to include all cultural differences. Shame on them.
Crusader Kings is a gem of a game. Absolutely beautiful. There's nothing like trying to get your daughter to inherit land by trying to assassinate her husbando.
And if we had access to the Spheres of Power, I'm pretty sure my dwarf would turn into a dragon. Also! With the upgrade to allowed skill ranks per level, others can enter Prestige Classes more easily. I mean, some are alright, but it's worth remembering if that's your thing.
Eragar |
Are you okay with things from the Pathfinder Player Companion: Magic Tactics Toolbox? There's a couple neat channeling feats from there I was looking at. I know the PRD on Paizo's site doesn't usually have things from the Player Companions, but they are posted on d20pfsrd, which sources which book each feat comes from.
Sorry I forgot to answer this earlier Phntm888. Yes, things from the d20fsrd are fine as long as they aren't third party and you run it past me first so I have an idea of what it is. So yes, those channeling feats are fine.
For everyone: I'm going to open up the gameplay thread in a few minutes. Once you've finished your character go ahead and post there with a short description and such.
Peet |
Wow, everything filled up fast! Primary roles are all gone already.
I'll take General then. Maybe do a half-orc barbarian type of guy.
CeridwenPax |
Ok, the Viceroy's teenager from not his current wife and who is not the heir. That creates a good deal of tension, actually. I like it.
If Marshal is still available (which it seems to be), I'll take it. I'd be interpreting it along the lines of being an officer of the law and a statesman, which a ruler's son is likely to be in the position of. Though I doubt a teenager would be placed unconditionally in charge of a police force without a check on his youth.
Anyway, rolling attributes...
Strength: 4d6 ⇒ (1, 5, 1, 3) = 10 = 9 (oh gods the kid is a wimp)
Dexterity: 4d6 ⇒ (3, 4, 2, 1) = 10 = 9 (aaand a bit clumsy)
Constitution: 4d6 ⇒ (2, 3, 3, 1) = 9 = 8 (I'm sensing a theme here)
Intelligence: 4d6 ⇒ (5, 1, 2, 3) = 11 = 10 (not a total clod!)
Wisdom: 4d6 ⇒ (2, 4, 1, 5) = 12 = 11 (knows better than to do that one thing)
Charisma: 4d6 ⇒ (2, 6, 3, 1) = 12 = 11 (endearing in a clumsy, skinny, easily-squicked way..)
Well, the fates rolled me an average, awkward, sheltered 17 year old boy named Evin. Moving to a new colony means he'll have to grow up quickly, especially since policing the colony will be his responsibility - with guidance, of course. He'll have to grow into his new role as Marshal as he grows into his manhood... if that ever happens.
Abalia Kerensky |
Okay he should get a reroll because that is... Painful.
Dengorin Kaltaneos |
Okay, so, my mom and sister ended up having to leave early this morning, so I was able to get the alias situated and I'll make my first post now. Here is Phntm888's character, Bishop Dengorin Kaltaneos, cleric of Abadar, who will be the Councilor of the new colony.
I reused the alias from another game.