The Black Shadow
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The lands of Ionara are the farthest north in all of Aden and the harshest realm on the planet to survive. The biting cold can freeze a man solid and the fearsome winds can tear apart the hardiest of individuals. And this is but only some of the dangers that are prevalent in this realm. But also within the frozen wastes lie many great and unclaimed treasures. Mineral wealth virtually untapped by civilized folk and veins of diamonds and mantle that are in high demand for both murdane and magical means.
While the mining settlement of Permis taps into one vital source of resources, there is still many unexplored places where vast resources lie unclaimed. Thus a call has been put out by a new mining company from Urbana for mercenaries to be hired to travel into the northlands and survey for a location where a new mining colony can be built and new resources can be exploited. Thus you have all traveled to the city of Floe, where the mining company has set up shop to take advantage of this opportunity. But what dangers will you face in the frost storm of the frozen north?
Character Creation:
20 Point Buy characters.
You may pick 2 traits for your characters either from the core list or from the World of Aden book.
Max starting money for your class. It is recommended you purchase some cold weather gear for your character due to the nature of this campaign.
Hero points will be used.
Races
Common Races Available: Human, Elf, Half-Elf, Dwarf, Half-Orc (Technically Half-Jurak but same difference)
Aden Specific Races: Ferran (Predator, Brute or Sneak), Goreaux, Rapacian, Faerkin, Jurak
Rare Races: Elemental Races (Undine, Sylph, Ifrit, Oread), Tiefling, Echo
Any race not mentioned on this list requires justification to play and must fit in as a sub-set to an existing race. For instance a Gnome or Halfling would be an Offshoot of a Faekin and a Tengu would be a rare Bird Ferran throwback.
There are no Aasmiar in Aden the as the interactions with the Alignment Planes are minimal and with the celestial planes even less in the wake of the Darkfall. Tieflings on the other hand have become more common and are either corrupted individuals by the Darkfall and/or demonic/devil magic or descendants of rare demonic/devil crossbreeds. Either way Tieflings suffer the same bonuses and penalties as Fallen do with social interaction (-6 racial on most diplomacy checks but +6 on Intimidation checks against non-fallen and non-tieflings). This does not stack with the Fallen Class however as they essentially are from the same source.
Classes: All classes are allowed except for Psionic Classes. At least half the party must take a class from the Thunderscape source book (As I wish to playtest some of the mechanics)
The Aden Specific Classes are:
The Arbiter: A powerful front-line style fighter who uses strength to fight their foes and intelligence to outwit them.
The Entomancer: A druid offshoot that casts magic like a sorcerer and can command, control and take on aspects of insects.
The Fallen: An individual corrupted by the darkfall but has not fully given themselves to evil. They use their own corrupted nature as a weapon against their foes.
The Golemoid: When a person gets extensive mechamagical upgrades and becomes a fusion of metal and flesh they become one of these. Their implants give powerful abilities.
The Mechamage: A variant wizard that trades a school, arcane bond and some schools of spells in exchange for the ability to command and augment mechamagical golems and work with Mechamagical componets.
The Seer: The seer can manipulate fate giving powerful bonuses to their allies and penalties to their enemies.
The Steamwright: The Steamwright instead of using magic, uses enhanced science, alchemy, invention and machinery to generate wonderous effects. Their crafting skill is without comparison to those of lesser skill.
The Thaumaturge: A class that ultilizes heroic spirits to alter their abilities on the fly. They could be a powerful warrior one day and a stealthy assassin the other depending on what spirits they draw on.
The Thunderscout: The Thunderscout specializes in driving and operating mechamagical vehicles. From the fast thundercycle to the roomy transport, there is no better drivers in all of Aden.
Altered Class Mechnics:
Clerics/Oracles/Druids: There are no Gods in Aden but there is divine magic. Clerics and Oracles draw power from their faiths in certain ideals (Some could be organized faiths others would be upholding the spirit of their domain). Druids draw power from nature itself and not from any God. As there is no gods in Aden, spells that commune with deities do not function. If a Domain gives such a power you are free to switch it out with an appropriate alternative.
There is also a new Mechamagic Domain available to Clerics and a certain build of Druid.
Paladin: Paladins in Aden draw power from upholding a vow. The do not necessarily have to be Lawful Good in alignment (but almost are are generally a variant of Good). You MUST chose one vow to uphold. If the Paladin grossly violate their vow they lose their class features until they atone for their misdeeds.
Other altered mechanics:
Magical Item Crafting: Most magical items require a rare metal called "Mantle" in their construction to hold a magical charge. Only Wands, Staffs, Potions and Scrolls do not require this kind of infusion. As part of the construction of a magical item, Mantle must be incorporated into creating the item.
The Black Shadow
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You can check the previews of the new classes Here. Unfortunately giving out the PDF would violate copywrite laws (and the PDF is watermarked) but I could give mechanics for the classes as you advance once you have chosen what to play.
The Black Shadow
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Ah yes, the Steamwright. The class that I myself presented to the developers as an option and was quickly accepted.
For additional information, Firearms are overly common in Aden and the "Guns Everywhere" rules out of Ultimate Combat apply. The only exceptions is that there is no multi-shot pistols on the market (All firearms are Single Shot unless they are double-barreled or are an advanced invention of a Steamwright). In addition due to the quality of the pistols in Aden, Pistols have a 30 FT range instead of a 20 FT range.
The Steamwright has the following for level 1 stats
Hit Die: d8
BAB: 0
Fort: 0
Reflex: 0
Will: 2
Special Class Features
Engineering: Add 1/2 your level (minimum 1) to all Knowledge (Engineering) and Disable Device checks.
Firepower: Add 1d8 damage to the damage on Invention based damaging attacks. For area attacks you have to chose who the extra damage applies to, it does not apply to everyone in the area.
Inventions: You start with 2 inventions. 1 Primary Invention and 1 Secondary invention. You also have 3 mods to distribute among those inventions. A primary invention can have up to 3 mods, a secondary can have only 1 mod.
Each invention generally has 3+int mod uses per day.
Saves against inventions are 10+1/2 Engineer level+Engineer's Intelligence Modifier.
Choices of Offensive Inventions include:
Belcher: Creates a 15 foot cone of energy damage (Must chose a type and this does not change) that inflicts 2d4+int mod damage (Save for 1/2 damage). Does not provoke an attack of opportunity.
Decoy Module: Creates a small mechanical servant that can make attacks of opportunity. Only one can be active at a time.
Grenade Cannon: Shoots grenades that explode into a 10 foot radius that does 1/2 piering and 1/2 fire damage. Does 1d10+int mod damage (Save for 1/2 damage)
Thundershot: An advanced firearm that counts as a masterwork weapon. You expend uses only when applying your Firepower benefit to the damage.
Turret: Creates an automated firearm platform that can be commanded to shoot targets or automatically shoots enemies threatening yourself or allies. Only one turret can be active at a time.
Aegis: A Heavy Shield that can per use give a +2 additional shield bonus for 1 turn.
Hazard Detecter: Add level to perception checks to detect traps and allows a roll to detect traps within 10 feet.
Magnet Glove: Allows objects to be harder to disarm (+10 CMD to avoid disarm) and to disarm enemies at a distance.
Multitool: Masterwork tool that gives a +4 bonus to a skill check and can be altered to work with any craft or profession skill.
Obuscator: Creates a cloud of smoke much like the obscuring mist spell.
Portable Bullwark: Creates an instant 4 foot wall that can be used as cover.
The Black Shadow
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Ok here is the answers to your questions
1. Yes those are the choices of inventions at level 1. You pick 2 from that list.
2. One is a Primary and one is a Secondary invention. Only difference between them is that the Secondary Invention can only have a single mod placed on it while the primary can have up to 3 mods
3. Mods vary depending on the invention you take. You'll need to pick your 2 inventions before I list the mods that can be applied to them.
Much like a spellcaster, you need to perform at least 1 hour of maintenance on your inventions a day or they go inert. This requires having a Toolkit (Which you'ed probably buy with your starting money). I also recommend taking Craft (Machinery) as one of your skills as well as Knowledge (Engineering) (Go figure).
You get 4+int mod skills per level. Appraise, Craft, Climb, Disable Device, Fly, knowledge (all), linguistics, perception and slight of hand are class skills.
Steamwrights are proficient in Simple Weapons, Firearms, Any invention they have built, light armor, shields (except tower shields), any any piece of equipment with the "Steamwright" trait.
The Black Shadow
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Indeed as you level up your number of inventions increase. Anyway here is the mods available for each piece of gear. You can alter the mods as well which is important as at higher levels you gain access to new mods (As many have a level requirement)
Thundershot
Elemental Shot: 1/2 the damage inflicted is considered fire, acid, cold or electrical damage.
Quick Reload: The weapon counts as though you have the "Rapid Reload" feat when loading. This DOES NOT stack with the feat.
Brutal: When attacking a single target AND applying your Firepower dice you add +1 circumstance bonus to hit.
Durable: Invention has twice the normal hitpoints.
Multitool
Quick: tool function can be switched as a free action rather than a move action.
Durable: Invention has twice the normal hitpoints.
Just so you know, the Multitool can be used an unlimited number of times. Just changing its functions expends uses per day.
| Captain Fremont |
With those selections, I'm looking at the following:
Thundershot (Primary)
- Brutal
- Quick Reload
Multitool (Secondary)
- Quick
So I'm looking at an Elven Steamwright that runs around with his trusty Quick Loading Thundershot of Brutality and reliably Quick Multitool.
What are the specs on the Thundershot?
- One-Handed/Two-Handed?
- Damage?
- Range?
- Crit Range/Mod?
- Misfire Chance?
The Black Shadow
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Not a bad choice for a race. +2 dex is good for firearm attacks and +2 intelligence helps your invention pool and skill checks. While the elves have not embraced Mechamagic and Engineering as much as many other races there are some who have have taken up the path so it is a legit character choice. The land of Ionara actually has a sizeable elf population (Generally of the Artic Elf variety due to the weather conditions, but any elf type generally works)
As for the form you have a few choices. You can take your Thundershot as a Pistol, Rifle, Scatter Gun or Sniper Rifle. The Scatter Gun and Sniper Rifle are two new weapons in the game. Both the Rifle and the Pistol have a Move Action reload time.
The Scatter Gun is a short 20 FT range weapon that has 2 barrels. It does 2d4 damage or 4d4 if you fire both barrels at a single target. You can also do a split fire, hitting 2 adjacent targets but requires an attack at a -4 on each target and does 2d4 on each target. It takes a full round action to reload both barrels.
The Sniper Rifle can apply precision damage at any range (So it is good for rogues with sneak attacks to use). But due to the nature of the gun it takes a standard action to reload. Its range is the same as a rifle.
All firearms misfire on a 1 as listed on the Advanced Firearms. Generally using the Advanced Firearms version of the rules from Paizo with some alterations.
As for Crit Range, all firearms have a 20/x4 damage. Optionally you may take a pistol that has a 19-20/x2 crit range as there are two different varieties of pistol types.
Firearms in Aden are also exceptionally cheap in cost. A pistol is 25 gold pieces and a rifle is 50, a scattergun is 75 and a sniper rifle is 100. A holdout pistol is 10 gp. Standard ammo is 2 SP per 10 bullets. There is also options for specialized ammo. Using specialized ammo ups your missfire chance by 1 however when used but gives some interesting benefits.
The Black Shadow
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I'ed allow Alchemical Cartridges to be crafted with Craft (Alchemy). But they also are considered specialty ammo so up your missfire chance. I am also house ruling that the "Touch AC" attack with a firearm only applies in the first range increment (Short Range). Otherwise firearms would be too good of a weapon for their price.
| Fabian Benavente |
Hey DM,
I just got this pdf this Monday and am very interested in playing; I'll eventually run a game but not quite ready for that yet.
I have only perused the book so far but the two new classes that appeal to me most are an entomancer or a fallen (although the others are very good also).
When are you closing submissions as I'd like to take my time and put together a decent backstory/description/personality for the character as well as stats?
I'm assuming that we are starting at level 1, correct?
Thanks for your time,
The Black Shadow
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Yes we're starting at level 1. Recruitment will be running for a good long time as I'll be off on christmas vacation. We'll probably end recruitment at the end of december / early january time period.
As for a Ferran Brute Golemoid, an excellent choice! I will give you the ferran stats at a later time.
A Thaumaturge! The ultimate wild card class. Looking forward to seeing how they work in the game.
For now I'm heading out. Thanks for signing up and talk to you all later.
The Black Shadow
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Here is the stats for the Ferran Brute.
+2 Constitution, +2 Wisdom, -2 Intelligence
Medium Size
30 FT move Speed
Massive: Ferran brutes count as large creatures when calculating their Combat Maneuver Bonus, Combat Maneuver Defense, and Intimidation skill checks. They calculate equipment encumbrance and make Strength checks as if their Strength was 2 higher. They receive no attack penalty for using weapons intended for Large creatures. However, the limits on using oversized weapons remains unchanged (a large light weapon becomes a one handed weapon, a large one-handed weapon becomes a two-handed weapon, and a large two-handed weapon cannot be wielded unless it can also be wielded as a one-handed weapon)
Natural Weapons: Ferran brutes either possess two claw attacks that deal 1d4 damage or a single gore or bite attack that does 1d6 damage. Once this choice is made, it is permanent.
Bestial Nature Traits
Pick 3 from this list below:
Feral Cunning:+2 Stealth
Feral Insight: +2 Perception
Feral Instincts: +2 Survival
Feral Speech: You can speak to animals of the same general type of your animal species
Honed: The threat range of your natural weapons is 19-20/x2.
Leather Hide: +1 Natural Armor
Low Light Vision: See twice as far in dim light
Razor Sharp: Ferran natural attack damage increases by 1 die type.
Pack Mentality: +1 to attack and damage when flanking, or +2 of you are flanking with another Ferran
Scent: The Ferran have the scent trait
The Black Shadow
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A Fallen at level 1 gets a Bonus Feat from a small list of feats. They also have to chose a Stigma which is the nature of their Darkfall corruption. The types are as follows:
Befouled: You're bloated with disease and poison and weep unclean fluids. You produce your own poison, cannot poison yourself and poison water once a day.
Behemoth: You're a massive brute with overdeveloped muscles and blacked veins. You get improved unarmed strike and do 1d10 damage with your fists and when you drop something to 0 HP you can roar and torment all enemies within 10 feet of you.
Horror: You're a creature of fears and nightmare. You are utterly immune to fear and any fear or confusion powers you use are more potent.
Incinerator: You're scorched and heavily burned but can create sickly green fire at will.
Madcap: You're an insane trixter and are especially good at thievery and sneaking around.
Seducer: You're unnaturally attractive gaining massive bonuses (instead of penalties) to your Diplomacy and have a strength draining touch attack.
At level 1 you can as a swift action, torment a target. If they fail their save they are shaken. In addition a tormented target can be vulnerable to other abilities (At level 2 for instance you can Scourge a target adding your charisma mod to damage you inflict on them.)
The Black Shadow
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Charisma believe it or not is the main stat for a Fallen as it the force they put behind their powers but as generally physical characters with no spells (although an abundance of spell-like abilities) having a reasonable strength, dexterity and constitution helps. Statwise they are a 1d8 bab class with a mid Fort and Will advancement. So generally on the level of a rogue in terms of combat level.
The Black Shadow
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The Thaumaturge is a wildcard class with very flexible stats. Without a legend active the class they have the same stats as a D&D commoner but with a legend active they get additional skills and abilities as well as major alterations to their stats. At level 1 they get 2 legends and 1 Aspect to chose. When they take a legend into themselves it alters their class (Although it does not make them AS good as a pure class).
For instance say you activate the Archer Legend. Your BAB becomes a +1, your Reflex Save becomes a +2, you get Longbow and Shortbow profiency, you get the Point Blank Shot and Rapid Shot feats and a special mod (+1 to attack rolls against any creature you hit with a ranged weapon that turn). In addition you get a pool of "Spirit HP" in this case 4. These spirit HP can be used to soak damage but you must decide when hit how many hit points you're taking as if your spirit HP reaches 0, the legend gets banished for the day. In addition when you take a spirit into yourself, you also have to abide by its ban. For instance the Archer Legend forces you to use exclusively bows to attack and if you attack with a non-bow weapon you offend your spirit and it withdraws. You also get Aspects, basically parts of legends that enhance yourself. For instance the Aspect of Courage makes you immune to fear but you can expend it for the day to give you a reroll on a save versus a mind effecting spell with a +2 bonus. Generally you can have a legend active as long as you want so long as you do not violate its ban or lose all your Spirit HP in a battle.
| Viluki |
If I am reading this right the Fallen is the class I've always wanted to see... Has the glorious warlock of 3.5 been brought back to the dead (at least thematically)? First however I will present this character for your sampling he will be an Incinerator. Send me the class details for character construction via pm if you like.
Then he found the green fire, as he drew nearer he found the terrible beast. It was a hound like creature composed of sickly, green fire that cast a baleful glow on everything in it's radius. Ethar Draal had no choice but to fight the beast and that he did, his steaming blood bled from his body as he slashed into the beast's hide with his cold iron longsword. Through sheer desperation he managed to defeat the beast, but not before the green fire had done it's work... The green fire burned into his flesh and as he fell down upon the earth it changed him. He awoke with the power of green fire coursing through his blood and he still quite stupidly reported back to his superiors believing that they would see past his "affliction".
Needless to say they did not and they almost killed him...almost he escaped and has spent the past three years as a wandering mercenary possessed with the power of green fire. Now he finds himself at a town on the edge of so called "civilization", the place is a mining boomtown called Floe and by his reckoning it will fade away as soon as the ore does... Ethar Draal knows that this is only a temporary stop however, for the past three years wanderings have also been due to the fact that the self righteous paladins of his homeland seek to "purge" the world of his taint. He will face them and commute their forms and souls to dust, first however he will gain the power required to not just destroy them but to crush them utterly...
gm do you like? I am currently going for either a half elf or human at this moment in time.
The Black Shadow
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Sounds like an excellent story! Indeed certainly being burned and exposed to a powerful Nocturnal (The name given to the creatures of the Darkfall), is one way you could have become corrupted. Floe actually is more of a naval town and trade port and not actually a mining town by the way. Its where the the Mining Company of Urbana (Thinking of calling it the Mantle Consortium) has set up their offices. They're basically hiring out mercenaries to scout out the north-lands and find unclaimed resources of diamonds and mantle. Urbana just so you know is a military state in Aden that is obsessed with Mechamagic and technology and looking to find resources beyond their lands in Ionara in order to use them towards their military expansion and continue the fight with the Nocturnals (Who are causing a lot of problems there and almost destroyed the nation during the initial Darkfall).
OK as for your level 1 stats, they are BAB +0, Fort +2, Reflex +0, Will +2 and d8 for hit die. Fallen are proficient with all simple weapons and one martial weapon of their choice. They are also proficient with pistols (All varieties), light armor and shields (except tower shields).
The Incinerator Stigma gives you the following:
One Bonus Feat (Dodge, Improved Initiative, Lighting Reflexes or Toughness).
Charred Hide: You gain +1 natural AC and resist 5 fire.
Firestarter: As a standard action you can create a burst of sickly green sparks up to 30 feet away as a standard action. This can create light as bright as a torch and can set combustible objects on fire.
(At higher levels you start getting more Fire-Based powers)
You get a -6 Diplomacy Penalty but a +6 intimidation bonus. This does not apply if you successfully disguise yourself.
Your Torment ability allows you as a swift action on a target you can see within 60 feet. The target must make a saving throw and on a failed save they are shaken. Pass or fail though they still take the tormented condition which has other effects when the Fallen rises in level. For instance at level 2 they can instead of shaking a target lower their fire resistance by 5 and when using the scourge ability they can chose to inflict it as Fire Damage instead of just normal damage for instance.
Generally the save DC for your powers are 10+1/2 your level+charisma modifier.
Half-Elf or human is fine. Anyone can be tainted by the Darkfall.
The Black Shadow
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Fallen have 4+ intelligence modifier skill points per level. Their class skills are:
Bluff, climb, craft, disguise, fly, intimidate, knowledge dungeneering, knowledge local, profession, stealth, survival, swim, and use magical device.
Firestarter is considered a spell like ability for feats. Not that they would help you much as it generally functions like a cantrip that can start fires.
| Volchur |
May I also have the information on the Golemoid class please? Working on a backstory now for the character.
HP: 13
STR: 16 (10)
DEX: 15 (7)
CON: 17 (7)
INT: 8 (-)
WIS: 12 (-)
CHA: 7 (-4)
Gore: 1d6
Leather Hide: +1 Natural Armor
Feral Insight: +2 Perception
Low Light Vision: See twice as far in dim light
Skills: Acrobatics +6(3 class, 1 rank, 2 mod), Climb +7(3 class, 1 rank, 3mod), Perception +6(3 class, 1 rank, 2 mod)
Feats: Two-Weapon Fighting
Steam Reserve: 4
Implants: Minor- Iron Grip, Climbing Hooks / Basic - Integrated Armor
The Black Shadow
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Ok here is the info on the Golemoid
Their general stats at level 1 are as follows:
Hit die: 1d10
BAB: +1
Fort: +2
Reflex: +0
Will: +0
Skill ranks: 4+int mod per level
Class Skills
Acrobatics, Climb, Craft, Disable Device, Fly, Intimidate, Knowledge (Arcana), Knowledge (Engineering), perception, profession, ride, Survival and Swim.
Profienceies: Simple weapons, martial weapons, firearms, light armor, medium armor, shields (including tower shields)
Their level 1 class ablities are:
Steam Reserve
Golemoids have a number of Steam Points equal to their Constutiton modifier + their level. These are used to fuel many of your golemoid ablities. Steam points recharge after rest once every 24 hours.
Steam Mastery
You have four basic functions you can use steam points for on top of your Implants. These are as follows. All the below cost 1 steam point to use.
Detect magic as a spell like ability. Your caster level counts as your class level. Standard action to use.
Release a burst of steam as a swift action, giving a +2 to Armor class (Deflection bonus) until the beginning of the next turn.
Gain a +4 to attack rolls and strength checks aginst inanimate objects and ignore 5 points of hardiness. This is a swift action.
Release a burst of steam from your feet as a free action allowing you to count as having a running start when you jump.
True Golemoid
Your class related Implants do not count toward wasting. As you are part machine you get a +2 bonus to saves versus poison and disease. The downside is that it is obvious that you are augmented unless you make a very high disguise check.
Mantle Implants
You start with 2 minor implants and 1 basic implant.
Your choice of minor implants are:
Minor Implants
Body Compartment
Chest Spikes
Climbing Hooks
Finger Gun
Integrated Scabbard
Internal Tookit
Iron Grip
Minor luminessent implants
Minor resistance generator
Momentum manipulator
Nocturnal Vision
Skill Bouster
Your choice of basic implants are:
Basic implants
Basic Detachable Sensor
Empowered Strikes
Fist Cannon
Fortified Flesh
Greater luminesse implants
Integrated Armor
Mantle buffering system
Mantle Speed Boost
Mantle Tracking system
Personal defense aura
Steam Breath
Steam Reservoir
Threat analysis matrix
Utility Arm
Wall Walker
| Fabian Benavente |
Hey DM,
I'm glad you are taking your time with recruiting. I got a chance to look at the book a bit more and I've narrowed down my preferences to two characters: either a wolf ferran ranger or a human entonmancer.
Both have great roleplaying potential and the wolf ferran seems like a natural fit in the part of the world where the campaign is starting.
However, I'm leaning towards the human entomancer. If I do that, however, I'll have to think of a reason of why he's so far away from the Jungle of Kyan.
Any thoughts or things you'd like to see (or not see) in any of these two potential characters before I delve deeper into them?
L8r,
The Black Shadow
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Indeed, Ionara would be quite a long distance to travel from Kyan. I don't see Entomancers living in the frozen north, especially since there is very small amounts of insects that can survive in an artic climate. A ferran Ranger would be useful as the group who can make the best use of the Survival skill. That would fit better into the setting.
| Fabian Benavente |
Ok, a wolf ferran ranger it is then. I'll leave the entomancer for another game.
Some preliminary notes:
Bite attack
40 ft speed
Scent, speech, pack mentality
favored enemies (humans)
2-handed weapon fighting style
Probably a guy (pretty feral) who just finished 'hunting' a group of humans who exterminated his adopted pack (miners?). Revenge (not necessarily killing them) left him empty (and 'pack less') so he's looking to form another 'pack'.
L8r,
The Black Shadow
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Well the concept of the game is that you're mercenaries hired by the Urbana Manite Consortium who are being financed by their home country to find sources of Diamonds and Manite in the land of Ionara. So you could be a wildneress tracker that was hired on as you know the way of the land and how to survive in the harsh frozen wilderness and have the Geographical knowledge to find your way around.
| Fabian Benavente |
Well the concept of the game is that you're mercenaries hired by the Urbana Mantle Consortium who are being financed by their home country to find sources of Diamonds and Mantle in the land of Ionara. So you could be a wildneress tracker that was hired on as you know the way of the land and how to survive in the harsh frozen wilderness and have the Geographical knowledge to find your way around.
That was what I was thinking so I would not meet the rest of the PCs until they arrived at Floe. I'll build my skills around the concept of a local trapper/hunter.
BTW, Floe is not mapped is it?
And you do mean 'manite' and not 'mantle', right?
| Volchur |
My idea for a basic backstory: hired merc guard for an existing mining company when a cave in happened in the shaft his crew was mining in. He saved as many people as he could but ended up being caught in the cave in being nearly crushed to death. In reparation, he was taken into town where a mechamage saved him and installed his implants. Any thoughts?
The Black Shadow
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That could work although more than likey you're in some kind of debt to the mining company as Golemoid augmentation is expensive, far more than a 1st level character could afford, especially a Ferran as despite them being free for generations not many ferrans are wealthy individuals. One interesting thing about Golemoids is that to get more augments they don't necessarily need to have a Mechamage or Steamwright install them. As you level you basically can get access to "Features" of your construction you have yet to tap into. Still having a Mechamage or Steamwright is still useful to have with a Golemoid as the can use their skills to facilitate repairs, maintenance and upgrades.
The Black Shadow
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Starting gold for a Fallen is the same as a rogue so 200 gold. At higher levels you get stuff like make targets combust into flames, use a Burning Hands ability, use Fireball ability and eventually Storm of Vengeance. Your fire resistance also increases as you level. Some other things you get include becoming invisible to targets you've set on fire and being able to teleport yourself after using a fireball spell. Your fireball spells also are Hellfire so 1/2 the damage inflicted ignores fire immunity.
| Viluki |
Half-elf Fallen 1
(undecided alignment) Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 armor, 1 natural armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +4; +2 vs. enchantments
Immune sleep, resist fire 5
OFFENSE
Speed 30 ft.
Melee Longsword +2 (1d8+2/19–20x2)
Ranged
Special Attacks Torment (dc 14)
Special Abilities Firestarter
STATISTICS
Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +2; CMD 12
Feats Martial Weapon (longsword), Improved Initiative (bonus) and (undecided)
Traits Outcast's Intuition and Reactionary
Skills Intimidate 14+, Bluff 8+, Use Magic Device 8+ and Sense Motive 5+
Languages Common, Elven
SQ elf blood, Dual Minded
Equipment Longsword (15 gp), Chain Shirt (100 gp), Outfit, Cold Weather (free) and 85 gp.
question of note any feats that are specifically for the Fallen? Also do the spell like ability have a daily limit or are they unlimited per day?
The Black Shadow
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The Fire-starter ability has unlimited uses per day. The Torment ability is also unlimited (but lasts only 1 turn). Some other powers at higher levels though have limited uses per day however.
As for feats, there are three listed in the book but are not useful for you yet as you need to have the "Suffering" class feature to benefit from them yet (But can be taken later). One gives you more uses of suffering, the other lets you affect a larger number of targets with a use of suffering within a certain radius. The last one ups the DC's to resist suffering/torment by 1.
| Viluki |
CN Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7
DEFENSE
AC 15, touch 11, flat-footed 15 (+4 armor, 1+ natural armor)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +4; +2 vs. enchantments
Immune sleep, resist fire 5
OFFENSE
Speed 30 ft.
Melee Longsword +2 (1d8+2/19–20x2)
Ranged
Special Attacks Torment (dc 14)
Special Abilities Firestarter
STATISTICS
Str 14, Dex 10, Con 14, Int 10, Wis 10, Cha 18 (16+2)
Base Atk +0; CMB +2; CMD 12
Feats Martial Weapon (longsword), Improved Initiative (bonus) and human spirit
Traits Outcast's Intuition and Seeker
Skills Intimidate 14+, Bluff 8+, Use Magic Device 8+ and Sense Motive 5+ and Perception 7+
Languages Common, Elven
SQ elf blood, Dual Minded
Equipment Longsword (15 gp), Chain Shirt (100 gp), Outfit, Cold Weather (free) and 85 gp.
question of note. Is this a campaign with a plot or is it essentially a sandbox?