The Dragon |
I suspect you're not a fan of buying partially charged wands?
Also, could you explain the starting circumstances a little? Where do we start, is there some sort of town we should be in, do we know a little about what's going to happen next, what's the general area like, stuff like that would be good for fluff creation.
GreyPlauge |
Also, roll your starting gold here.
The plan is everyone comes up with characters by tomorrow or maybe over the weekend. I'll start things off of Sunday after everyone has approved characters.
Plot time!
For whatever reason your character chose, you took a job as a caravan guard. A war with organized greenskins made the caravan less profitable as the months went on. About a year making the same runs with the other PCs, the caravan moved on to less dangerous clientele. As you were sitting around drinking in the tavern wondering what to do next, you were approached by an officer in the local militia (aka nobleman).
str: 3d6 ⇒ (3, 5, 5) = 13
dex: 3d6 ⇒ (2, 4, 5) = 11
con: 3d6 ⇒ (2, 2, 6) = 10
int: 3d6 ⇒ (2, 4, 1) = 7
wis: 3d6 ⇒ (2, 6, 2) = 10
cha: 3d6 ⇒ (5, 5, 6) = 16
race: 1d7 ⇒ 5
bloodline: 1d39 ⇒ 35
So you're sitting around a table and a half-orc sorcerer nobleman approaches you. When asked about his sorcery, he claims to be a descendant of earth genies. He convinces you to escort him up to one of the forts for a mission. 10 gold each now, 10 gold when you get there and you can choose to stay for the mission from there. You all said yes.
JonGarrett |
Just to be sure, the Kinetic Chirugeon Archetype is available, yeah?
We need a Healer!
I'm gonna play a healer in this here game tonight.
He won't be that fast.
And he won't be that strong.
But he'll stop us from looisng the night.
*Wanders off Humming the Tune to 'I need a Hero.'
The Archlich |
Hi Grey!
Here's the link to Bloodrager - the Crossblooded archetype is at the bottom. I wanted to combine Crossblooded with Spelleater (they don't replace the same abilities and can be combined by rules).
My question, however, is on the bloodlines of the rager - I imagine that, like the sorcerer, you would want to roll to find out them. I just wondered if I could choose at least one of them (Draconic) so I could later on go for the prestige class "Dragon Disciple" (lol I know... Just making my terrible gnome worse by the minute. Trying to make it "a little" decent at least haha).
The bloodlines available to a bloodrager are Aberrant, Abyssal, Arcane, Black Blood, Celestial, Destined, Draconic, Elemental, Fey, Infernal, Kyton and Undead. If I could choose, in this adventure, I'd choose Draconic (like mentioned before) and maybe Celestial, Abyssal or Undead. But I could make the others work too if needed lol.
Let me know!
Rolling for gold (level 1):
3d6 ⇒ (6, 5, 6) = 17 x 10 = 170
I'm a little confused as to the total of gold. We're level 2 - if I want the 2 levels to be of bloodrager, would I roll 3d6 again? Usually we'd get like 1000 gold when start at level 2 (link) but since you told the game is harder, I imagine you wanted to tune our gold down, right?
GreyPlauge |
For the blood rager questions: roll a d6. If you get a six, you're a rare crossblooded sorcerer. The point of all this is you get only the choices your character would have gotten growing up. Thinking cross breeders are more rare than 1 in 6, but I hate saying no.
You would then have to roll for both bloodlines. Once you make these rolls, you're locked in.
Did anyone else have questions I missed from the recruitment page? Has everyone who claimed a spot posted here yet? What's the rules for partially charged wands?
JonGarrett |
I was going to go with Mark of Slavery since it fits the background I've come up with.
JonGarrett |
Darilak
Male Half-Orc Kinetic Chirurgeon Hydrokineticists 2
Neutral Good Medium Humanoid
Initiative; +0 Perception +6
--------------------
Defense
--------------------
AC 17, touch 10 flat-footed 17
hp 20
Fort +8, Ref +5, Will +2
--------------------
Offence
--------------------
Speed 30 ft.
Melee
Ranged
+1 Cold Blast - 1d6+1 Damage - 20x2 Crit - Ranged Touch Attack.
--------------------
Statistics
--------------------
Str 8 Dex 10, Con 16, Int 12 Wis 11, Cha 12
Base Atk +1; CMB +0; CMD 10
Feats
1st - Medium Armour Proficiency - Wear Medium Armour with no penalty.
Traits
Fate's Favoured - Get an additional +1 on Luck Bonuses.
Infernal Influence - Gain +1 Fire Resistance.
Racial Traits
Skilled: Gain +1 Skill rank each level. Replaces Darkvision..
Sacred Tattoos: Grants an additional +1 luck bonus to each save. Replaces Orc Ferocity
Burning Assurance: Grants a +2 Bonus to Diplomacy. Replaces Intimidating.
Fey Thoughts Gain Diplomacy and Bluff as Class Skills. Replaces Weapon Familiarity.
Languages Common, Orc, Draconic
Skills Diplomacy +8, Bluff +6, Intimidate +6, Knowledge (Nature) +6, Perception +5, Craft Food +5, Swim +4,
Combat Gear Scalemail.
Other Gear Fire Ink Tattoos, Explorer’s Outfit (1), Traveller’s Outfit (2), Backpack, Wondermeal (7), Travel Cake Mix (7).
Money 5gp 2sp 3cp
--------------------
Special Abilities
--------------------
Burn - Accept non-lethal damage in return for increasing powers or using new effects.
Gather Power - As a move action negate one point of Burn. As a Full Round Action negate two. By continuing for three rounds negate three.
Kinetic Blast - Unleash a ranged elemental blast.
- Cold Blast - An Energy based attack that inflicts cold damage.
Kinetic Chirugery - Gain the Kinetic Healer Wild Talent. At every Odd level gain a Paladin’s Mercy that can be used with it.
Elemental Defence - Gain a Defensive Wild Talent
- Shroud of Water - Gain either a +4 Armour Bonus or a +2 Shield Bonus. Accepting Burn can increase either.
Utility Wild Talents - A variety of useful but non-damaging talents.
- Slick - Create a patch of Ice that functions like the Grease spell for 1 round. Accepting 1 point of Burn changes this to 1 minute per Kineticist level.
Darilak’s green skin is a touch darker than usual thanks to spending much of his life in the burning city of Katapesh. His hair remains dark despite the blasting sun he has lived in, and the heavy canines that many Half-Orcs feature aren’t too prominent on Darilak. Even his eyes are a more human brown, reflecting, perhaps, the loss of Darkvision that he has suffered.
The most noticeable feature is Darilak’s right arm, covered in heavy tattoos of Fire Ink. The strange, mystic patterns posses a certain power of their own, and the Fire Ink seems to enhance these. Darilak’s whole arm and hand glow like a torch, and as such he usually keeps them covered unless in a dark place. More tattoos cover other parts of his body, including his face, but weren’t enhanced with Fire Ink before his freedom.
Thanks to his watery affinity Darilak combines offence, healing and support abilities, but is poor at close range fighting. He tends to hang back and pound an enemy as needed, occasionally using his Slick ability to deny them an area or force them to move across it slowly. When needed he moves in and uses Kinetic Healing to keep his allies (and himself) in the fight.
As a child he was tattooed with sacred signs in an attempt to boost his abilities, and even with the potent Fire Ink along one arm, but it failed dismally and he was sold to a slave trader heading for Katapesh. What the trader had spotted that his former owners had not was that Darilak wasn’t a failed project - his abilities simply weren’t fire based, or those powers were sealed away. He was gifted in manipulating water, however, and the trader made a small fortune selling him in the Dark Markets.
As a slave, Darilak was treated reasonably well. He was valuable, after all, especially once he learned the healing arts. And he worked well as a bodyguard - with a decent set of armour and his Water Shroud he was hard to hit, and his watery abilities hit more often than someone lacking co-ordination should expect.
Eventually, Darilak’s master died of old age, and Darilak was in theory to passed to his successor when his estate was bought. The Half-Orc, however, had no desire for another master. He escaped, using what valuable he could scrounge up to buy passage away from the city with little more than what he could carry on his back.
His abilities soon found him work as a caravan guard. Few people wanted to turn away someone who could heal wounds, after all. Now that job is done, however, and the gold gone. But another job escorting a nobleman should pay for a few more suppers...
Beofeld |
Male Gnome Rogue 2
True Neutral
Strength 6 (-2)
Dexterity 12 (+1)
Constitution 12 (+1)
Intelligence 12 (+1)
Wisdom 12 (+1)
Charisma 16 (+3)
Size: Small
Height: 3' 7"
Weight: 45 lb
Total Hit Points: 19
Speed: 20 feet
Armor Class: 14 = 10 + 2 [leather] + 1 [dexterity] + 1 [small]
Touch AC: 12
Flat-footed: 13
Initiative modifier: + 1 = + 1 [dexterity]
Fortitude save: + 1 = 0 [base] + 1 [constitution]
Reflex save: + 4 = 3 [base] + 1 [dexterity]
Will save: + 1 = 0 [base] + 1 [wisdom]
Attack (handheld): + 0 = 1 [base] -2 [strength] + 1 [small]
Attack (missile): + 3 = 1 [base] + 1 [dexterity] + 1 [small]
Combat Maneuver Bonus: -2 = 1 [base] -2 [strength] -1 [small]
Combat Maneuver Defense: + 9 = 10 + 1 [base] -2 [strength] + 1 [dexterity] -1 [small]
Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
15 or less
16-30 lb.
31-45 lb.
45 lb.
90 lb.
225 lb.
Languages: Common Elven Gnome Orc
Dagger [1d3, crit 19-20/x2, range inc 10 ft., 1/2 lb., light, piercing]
Spear [1d6, crit x3, range incr 20 ft., 3 lb., two-handed, piercing]
Shortbow [1d4, crit x3, range inc. 60 ft., 1 lb., piercing]
Gnome Hooked Hammer [1d6/1d4, crit x3/x4, 3 lb., two-handed, bludgeoning and piercing]
Leather armor [light; + 2 AC; max dex + 6; check penalty 0 7.5 lb.]
Feats:
Quick Draw Draw weapon is free action
Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Acrobatics Dex* 5 =
+1
+ 1 + 3 [class skill]
Appraise Int 1 =
+1
Bluff Cha 8 =
+3
+ 2 + 3 [class skill]
Climb Str* 2 =
-2
+ 1 + 3 [class skill]
Craft_1 Int 1 =
+1
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha 8 =
+3
+ 2 + 3 [class skill]
Disable Device Dex 5 =
+1
+ 1 + 3 [class skill]
Disguise Cha 8 =
+3
+ 2 + 3 [class skill]
Escape Artist Dex* 5 =
+1
+ 1 + 3 [class skill]
Fly Dex* 1 =
+1
Heal Wis 1 =
+1
Intimidate Cha 3 =
+3
Knowledge (dungeoneering) Int 5 =
+1
+ 1 + 3 [class skill]
Linguistics Int 5 =
+1
+ 1 + 3 [class skill]
Perception Wis 8 =
+1
+ 2 + 3 [class skill] + 2 [gnome]
Perform_1 Cha 3 =
+3
Perform_2 Cha 3 =
+3
Perform_3 Cha 3 =
+3
Perform_4 Cha 3 =
+3
Perform_5 Cha 3 =
+3
Ride Dex* 1 =
+1
Sense Motive Wis 1 =
+1
Sleight of Hand Dex* 5 =
+1
+ 1 + 3 [class skill]
Stealth Dex* 9 =
+1
+ 1 + 3 [class skill] + 4 [small]
Survival Wis 1 =
+1
Swim Str** -2 =
-2
Use Magic Device Cha 8 =
+3
+ 2 + 3 [class skill]
* = check penalty for armor/shield
** = some groups double armor/shield penalties for swimmers
This character also has 1 ranks in Linguistics.
Favored class points: Hit points +2; Skill points +0
Adjust weapon attack rolls and armor penalties as required for masterwork / magic equipment.
Gnome
+ 2 constitution, +2 charisma, -2 strength (already included)
Small (combat bonuses, + 4 to stealth already included)
Low-light vision
+ 2 racial bonus on saves vs. illusions
+ 1 on DC of opponent's save vs. gnomish illusions
+ 1 racial bonus to hit reptilians and goblinoids
+ 4 dodge bonus on AC against giants
+ 2 bonus on perception checks (already included)
1/day dancing lights, ghost sound, prestidigitation, speak with animals
Rogue
Sneak Attack +1d6
Trapfinding -- add half of rogue level to find traps, minimum +1
Evasion (level 2) -- no damage on a successful reflex save
Rogue talents -- gain one at every even-numbered level. At level 10 and above, advanced talents are available. Add by hand.
Trap sense (level 3) -- armor class and reflex bonuses against traps
Uncanny Dodge (level 4) -- cannot be caught flat-footed, keep dexterity bonus to AC if attacker is invisible
Improved Uncanny Dodge (level 8) -- cannot be flanked
Master strike (level 20) -- each sneak attack either kills, paralyzes, or puts into coma.
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 7
More to come
More to come
More to come