Blythe Merovingian |
iirc when creating a new character and you have an amount of gold available at that level to spend, you can only utilize half of it on any one item...am I recalling this correctly?
In this case, 3,000 gp.
Aubrey the Malformed |
Aubrey the Malformed wrote:Hi, looks fine - just notice his hp in the header (26) don't match those in his character sheet (36). Also, the armour bonus from full plate is +9, not +8. Finally, don't forget his armour penalty (-6) to various physical skills. Also, Acrobatics is virtually impossible in heavy armour so the points dedicated to that skill might usefully be recycled to another. But other than that, ready to rock! I like the elemental bloodline, the boost to damage is quite handy.OK fixed.
I'll stick with the Acrobatics as I would rather have a -1 than a -6 if ever I am called on to make such a check. :-)
Yes, plus I forgot about jumping, which is always handy.
Aubrey the Malformed |
iirc when creating a new character and you have an amount of gold available at that level to spend, you can only utilize half of it on any one item...am I recalling this correctly?
In this case, 3,000 gp.
That's a rule of thumb, not a specific requirement. I don't apply it.
Blythe Merovingian |
Okay, I switched the Katana to the Dueling sword, and changed out Panther style for Weapon Finesse, and Combat Reflexes for Slashing grace, which lets him use his Dex for both attack and damage on this build now.
I also changed Path of the wind monk for Hungry ghost monk, which changes hurricane punch to punishing kick.
I purchased a Belt of Dex +2 and Bracers of AC +1.
This means I do 1d8+5 damage with a +7 to attack and an AC of 23, (27 with Crane wing).
I also have the spell's windy escape and duelist's parry, both which are immediate actions.
Aubrey the Malformed |
Okay, I switched the Katana to the Dueling sword, and changed out Panther style for Weapon Finesse, and Combat Reflexes for Slashing grace, which lets him use his Dex for both attack and damage on this build now.
I also changed Path of the wind monk for Hungry ghost monk, which changes hurricane punch to punishing kick.
I purchased a Belt of Dex +2 and Bracers of AC +1.
This means I do 1d8+5 damage with a +7 to attack and an AC of 23, (27 with Crane wing).
I also have the spell's windy escape and duelist's parry, both which are immediate actions.
OK, much better. And Merry Christmas!
Aubrey the Malformed |
How detailed do we need to be with standard gear? Are we primarily concerned with weapons, armor, and magic? Or do we need to make sure the backpack, bedroll, and standard kit are all represented?
Get what you think is appropriate but don't agonise down to the last detail.
Aubrey the Malformed |
Blythe Merovingian wrote:OK, much better. And Merry Christmas!Okay, I switched the Katana to the Dueling sword, and changed out Panther style for Weapon Finesse, and Combat Reflexes for Slashing grace, which lets him use his Dex for both attack and damage on this build now.
I also changed Path of the wind monk for Hungry ghost monk, which changes hurricane punch to punishing kick.
I purchased a Belt of Dex +2 and Bracers of AC +1.
This means I do 1d8+5 damage with a +7 to attack and an AC of 23, (27 with Crane wing).
I also have the spell's windy escape and duelist's parry, both which are immediate actions.
OK, I've been looking at your Hungry Ghost archetype and it doesn't mesh with the unchained monk. The powers it replaces (other than Punishing Kick) don't all work the same way for the unchained monk. As follows:
- Steal Ki - replaces Purity of Body at 5th level - unchained: works the same- Life Funnel - replaces Wholeness of Body at 7th level - unchained: Wholeness of Body is one of the Ki Powers selected at each even level after 4th; we will rejig so Life Funnel instead replaces the 8th level Ki Power
- Life From a Stone - replaces Diamond Body at 11th level - unchained: Diamond Body is also a Ki Power, as above; we will rejig so Life From a Stone replaces the 12th level Ki Power
- Sipping Demon - replaces Diamond Soul at 13th level - unchained: Diamond Soul is also a Ki Power, as above; we will rejig so Sipping Demon replaces the 14th level Ki Power
- we will also assume that the Hungry Ghost archetype cannot select Wholeness of Body, Diamond Body and Diamond Soul as Ki Powers
Aubrey the Malformed |
Re-re-re-re-recapping:
Table 1
SS's orc bloodrager (complete)
Mittean's human monk/kensai (complete)
Nevynxxx's human alchemist (complete)
natloz's gnome arcanist (complete)
therealthom's cleric or fighter/bard
Table 2
Tenro's human alchemist
mellowgoth's human warpriest (complete)
FS's elf mutagen fighter (complete)
PR's elf shifter (mostly complete)
Aadvark's squishy caster
Daenan Lithos |
I changed some gear. Only thing of note is change in the armor. (I realized that I wasn't really benefiting from sticking to medium apart from ACP so changed to heavy stuff.)
Also missing bits for the profile, I refrained from naming things, since not sure how much of setting you got made already. Also I am sorry for kinda of wall of text.
Daenan was born in the capitol of a (Insert elven kingdoms name) 139 years ago. While his father was a soldier in charge of training troops and her mother sergeant in the citys guard, the extended family was for the most part scholars, few straglers were involded in politics, mostly regarding foreign affairs. He was the second child having one older sister and younger twins of a brother and sister to follow later.
As a young child Daenan excelled during his studies, being considered rather talented in the academics. Though that would not last as that talent let him get away with nothing put effort in and later fell into slighty above average due to lack of interest. Physicality was where he truly excelled both due to talent and more so because it held the youths interest to spark a competive personality which made him push himself. Socially Daenan was less fortunate, he made rather few friends but grew close to those that he did.
During adolesence the start of a man started understanding the larger world and as such that tensions were growing with the human empire, that they had resently became neighbours with. There had already been some skirmishes along the borders. Deciding to follow in his fathers footsteps he decided to move his studies towards war and as such enrolled into military academy. While he was considered a good student, especially in the martial skills, it became rather apparent that the boy wasn't cut to be an officer.
Eventually those skirmishes along the border changed into full blown war and as many others Daenan was called upon to serve. Early in the war they held the advantage they knew lay of the land and had warriors with more years of experience than humans lived. But eventually it came apparant that they could not match the manpower or the economical power that an empire could wield and they had to retreat further and further back. During this time Daenan was approuched by one of his uncles about a project. It was a desparate attempt by the alchemists and herbalists of house Lithos to turn the tide of war. Daenan and other warriors that had suitable physiques volunteered to be part of an experiment to enhance their physical properties. While from the point of view of the military the experiment was succesful, it wasn't pretty. There were side effects and not all subjects survived, and even to this day there isn't solid knowledge what the long term effects are. By far the worst being that the users became dependant on the substance.
Perhaps the experiment might have been able to save the kingdom if it had been completed at start of the war and perfected during it. But it hardly mattered in the end as after two decades of resistance the kingdom finally surrendered. There were resistance groups for about a decade after doing sabotage and gorilla tactics, even still to this day but they are of marginal effect these days. About five years when the throne was succeeded by a new ruler the elven politicians took advantage and managed to negotiate self-governing in exhange for a tribute. That was 7 years ago.
For Daenan it took almost 2 years to come to terms with the surrender and what he had seen and done during the war. But eventually he decided right or wrong that the fault of the loss was the fact that humans could simply create new forced quicker than them and that meant that each elven warrior had to count for several and given their extended lifespan he considered that his kin had no excuse for that to not be the case. So he wandered around the kingdom finding skilled warriors and teachers learning about combat the best he could.
Eventually what wealth he had managed to get together during the war was running thin, so he left to work as a mercenary. He traveled across different places signing up with a few different companies during his time. He learned that he didn't quite like working in bigger groups as part of a formation, especially given the questionable loyalties of his comrades that he didn't know personally. So after parting ways with his last one he happened to strike up a conservation with an adventurer that was looking for extra hand when dealing with a group of ogres. Daenan learned that he preferred to work in these small groups and skirmishes instead and did so for a time with different people, never quite settling down with a set group.
Height: 6'5(195cm) Weight: 150lbs(63kg)
From first glance it is obvious that the elf is a warrior of some kind. The weapons have been clearly placed in their respective positions not for comfort and ease but to be accessed as fast as possible, what scars are visably suggest they aren't there just for decoration or mark of status. The rest of the equipment seem to be have their own distinct places and only there. Most things seem to have some age to them but have been well taken care of. The man is slighty taller than average, the build definetly sports some muscle but not necessarily as much as one would expect, though what is there is distinct. The way the elf carries himself and moves about seems to have certain ease to it, perhaps reminding of a dancer. Even if it is usually harder to tell with elves the mans face doesn't look old, yet the hair has lost it's color having turned white. The man seems to prefer the darker colors as the clothing seems to be mainly black with decorations in dark shade of purple and a hint of gold here and there.
Also Happy holidays people.
Kaerishidlon Greenbriar |
Dressed in simple traveler's clothes and leading a mule, the relatively short - for an elf - and thin fellow fairly exudes an aura of calmness. He meets your eye with a slightly raised eyebrow and bows slightly in greeting. He says nothing, waiting to see if you had a question.
His hair does nothing to cover his prominent ears thought it is worn long and flows freely past his shoulders. It is a dark earthy brown, but there appears to be a slight greenish tint - perhaps a trick of the light or some sort of dye.
He wears a rapier and carries a longbow, both showing use but appearing well-maintained, but has no apparent armor.
When you ask his name, he replies softly, "I once had a friend that called me Rish. You are welcome to do the same, if you so choose."
One elven shifter, named and geared up, for your inspection.
Aubrey the Malformed |
The only thing I would suggest is ditching the mule and associated paraphenalia and see if you can scrape together 1,000gp for a set of bracers of armour +1 as your AC is relatively low. I'd also consider losing the rapier as your unarmed attacks will be more effective as part of that. Also, did you incorporate the errata?
Aubrey the Malformed |
You also might consider taking Weapon Focus (Claw) rather than Deadly Aim as your schtick is melee rather than ranged attack, which is more of a sideline. Also using your rapier in combat will mean that your other claw attack will be at -5 to hit, so your rapier is really a back-up when you can't change shape.
Kaerishidlon Greenbriar |
The only thing I would suggest is ditching the mule and associated paraphenalia and see if you can scrape together 1,000gp for a set of bracers of armour +1 as your AC is relatively low. I'd also consider losing the rapier as your unarmed attacks will be more effective as part of that. Also, did you incorporate the errata?
I can definitely do the bracers, I think even with the mule - he’s the cheapest accessory on the list. The vibe I was getting was not to worry about collecting armor bonuses because they disappear in wildshape forms, so I tried to augment elsewhere.
The errata are included in Hero Lab - there’s just nothing other than the actual natural attacks in tiger form that’s really crunchy, so it doesn’t leap from the character sheet. 1) They failed to list specific natural weapon stats in the original aspect descriptions, then said you don’t get anything not listed here (so they had to list those); 2) They clarified that the shifter can initiate a shift to a major aspect, then switch back and forth to his normal form for one hour. Initiating a second aspect would cancel the first, but otherwise, it remains available for an hour. Much more useful; and 3) they granted abilities for a couple of dead levels that I haven’t reached.
The rapier is largely for alternate damage type, piercing vs. slashing, so I don’t need to invest more in a nice one and can put the extra against the bracers.
You also might consider taking Weapon Focus (Claw) rather than Deadly Aim as your schtick is melee rather than ranged attack, which is more of a sideline. Also using your rapier in combat will mean that your other claw attack will be at -5 to hit, so your rapier is really a back-up when you can't change shape.
I was trying to not be one-dimensional, but focus is good. The rapier is not expected to see a lot of use since my claws are always an option, but I can certainly downgrade the quality of the sword to get a little protection as mentioned above. I just lacked the budget for the ring of protection and anything else after the Dex belt or I would have gone there instead.
Changes will have to be after work, will post again then.
Aubrey the Malformed |
Aubrey the Malformed wrote:The only thing I would suggest is ditching the mule and associated paraphenalia and see if you can scrape together 1,000gp for a set of bracers of armour +1 as your AC is relatively low. I'd also consider losing the rapier as your unarmed attacks will be more effective as part of that. Also, did you incorporate the errata?I can definitely do the bracers, I think even with the mule - he’s the cheapest accessory on the list. The vibe I was getting was not to worry about collecting armor bonuses because they disappear in wildshape forms, so I tried to augment elsewhere.
Yeah, good point I'd forgotten.
Aubrey the Malformed |
I was trying to not be one-dimensional, but focus is good. The rapier is not expected to see a lot of use since my claws are always an option, but I can certainly downgrade the quality of the sword to get a little protection as mentioned above. I just lacked the budget for the ring of protection and anything else after the Dex belt or I would have gone there instead.
Well, if you get the belt you can afford the ring - just not anything else...
Your characters are actually starting in a city, so the camping gear (and mule) aren't really necessary at this point.
therealthom |
Happy Boxing Day!
I'll go with the bard mix then. How do you see society on the Allam Islands, Aubrey? Scandinavian, Orkney Isles, Inuit, Cape Horn?
And if I can beg your indulgence, one day further, I will devote myself to character creation tomorrow morning.
Aubrey the Malformed |
Yeah, no worries, we are in no rush.
therealthom:
The main point is that they are fairly marginalised in their own land by the Empire which largely exploits the islands for natural resources and has little interest in the natives except for possible conversion. Bear in mind the Empire tends to look down somewhat on people following the Old Gods as antiquated, and the Old Gods are strong on the Isles of Allam. So the Islanders are seen as non-progressive and the Empire just sort-of shrugs, lets them get on with it, and just takes what it wants.
Aubrey the Malformed |
OK, I should finish off 'On Skull Beach' with my real-world group tomorrow. In the meantime, I'd like to hopefully start the two tables off in the next few days - maybe have the opening posts on or around New Year. Right now, the only PCs I haven't seen any stats for are therealthom's bard/fighter, Tenro's alchemist, and Aadvark's squishy caster.
Aardvark Barbarian |
Okay, looking at a Half-aquatic elf, considering this is an island nation type place and elves live more on the fringes. Typical half-elf shunned by both his people. Taking the Unlettered Arcanist and White Mage Archetypes. With an Otter familiar.
Of this, I had a question. It seems it's just the assumed norm of 2 traits. Am I able to take a campaign trait from one of the others? Specifically, Touched by the Sea from Skull and Shackles? Not many things give me a swim class skill, and he's building to be very water-based.
Aubrey the Malformed |
That background doesn't really work in the context of this adventure. The PCs are adventurers with a good reputation, which is important to them getting hired. Most of them are not from the Isles of Allam and don't have a knowledge of the place. Someone who is living on the fringes and shunned by all with a background in the Isles may not work without explaining why he's now in the capital city of the Empire being hired to do a delicate job for a nobleman. Plus I don't want to get into elven subtypes and half-elven subtypes. Sea elves don't figure in the adventure and it's easier to assume there aren't any in the Isles.
Regarding campaign traits, the answer is no: they are always more powerful than standard traits.
therealthom |
Aubrey, character mechanics enclosed
CR 3
XP 800
Male human fighter 1 / bard 3
None Medium humanoid (human)
Init +3; Senses Perception +5
DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 35 (4 HD; 1d10+3d8+7)
Fort +4, Ref +6, Will +3, +4 vs. Bardic Performance, sonic, and language-dependent effects
OFFENSE
Speed 30 ft.
Space 5 ft. by 5 ft.; Reach 5 ft.
Special Attacks distraction, fascinate
Known Bard Spells (CL 3rd, concentration +6): 1st (4/day)—expeditious retreat, feather fall, remove fear, saving finale
0 (at will)—detect magic, light, mending, message, prestidigitation(DC 13), read magic
STATISTICS
Str 14, Dex 16, Con 12, Int 10, Wis 10, Cha 16
Base Atk +3; CMB +5; CMD 18
Feats Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Skills
Acrobatics +7 , Appraise +4 , Bluff +8 , Climb +7 , Craft (Bows) +4 , Diplomacy (Perform (Oratory)) +10 , Knowledge (Nature) +5 , Knowledge (Religion) +5 , Knowledge (Untrained) +1 , Perception +5 , Perform (Oratory) +10 , Sense Motive (Perform (Oratory)) +10 , Stealth +9 , Survival +6 , Swim +6 , Use Magic Device +8
Languages Common , Allam
SQ armored casting, bardic knowledge, bardic performance, bonus feat, bonus feats, cantrips, countersong, inspire competence, inspire courage, skilled, versatile performance (oratory), well-versed
SPECIAL ABILITIES
Armored Casting (Ex) You can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance.
Bardic Knowledge (Ex) You add +1 to all Knowledge checks and may make all Knowledge skill checks untrained.
Bardic Performance You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You are trained to use the Perform skill to create magical effects on those around you, including yourself if desired. You can use this ability for 11 rounds per day. Each round, you can produce any one of the types of bardic performance that you have mastered. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if you are killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. You cannot have more than one bardic performance in effect at one time.
Bonus Feat Humans select one extra feat at 1st level.
Bonus Feats At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called "fighter bonus feats." Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Cantrips You have learned a number of cantrips, or 0-level spells. These spells are cast like any other spells, but they do not consume any slots and may be used again.
Countersong (Su) You can counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong you make a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use your Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su) You can use your performance to counter magic effects that depend on sight. Each round of the distraction, make a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet (including yourself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use your Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use your Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su) You can use your performance to cause up to 1 creatures to become fascinated with you. Each creature to be fascinated must be within 90 feet, able to see and hear you, and capable of paying attention to you. You must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. Each creature within range receives a Will save (DC 14) to negate the effect. If a creature's saving throw succeeds, you cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes your performance for as long as you continue to maintain it. While fascinated, a target takes a -4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Competence (Su) You can use your performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear you. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear your performance. Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Inspire Courage (Su) You can use your performance to inspire courage in your allies (including yourself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive your performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
No Racial Subtype You have chosen no racial subtype.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Versatile Performance (Oratory) (Ex) You can use your bonus in the Perform (Oratory) skill in place of your bonus in the Diplomacy or Sense Motive skills. When substituting in this way, you use your total Perform (Oratory) skill bonus, including class skill bonus, in place of your Diplomacy or Sense Motive skill bonus, whether or not you have ranks in that skill or if it is a class skill.
Well-Versed (Ex) You have becomes resistant to the Bardic Performance of others, and to sonic effects in general. You gain a +4 bonus on saving throws made against Bardic Performance, sonic, and language-dependent effects.
Pixie Rogue |
Regarding campaign traits, the answer is no: they are always more powerful than standard traits.
Ah, I assumed a trait was a trait. I didn't think this was obnoxiously overpowered, but I submit for your approval. It is a campaign trait from the Ironfang Invasion AP.
World-Weary You've seen the horrors of war, and had hoped you'd seen the end of it. You've retreated from the fighting (dropping Golarion-specific flavor text here) and now just want to protect and provide for those you care about. You gain one of the following as a permanent class skill: Appraise, Heal, Knowledge (history), Sense Motive, or Survival. When you perform an aid another action to improve a creature's Armor Class, you increase its AC by +4 rather than +2.
I chose the Heal skill. The aid another bonus is gravy that I can live without - I was just trying to get the heal skill in my class skills.
And I'm working on what I hope is the final draft of Rish's character sheet. It's a mess right now - no peeking!
Kaerishidlon Greenbriar |
OK, I hope what I'm trying to do here makes sense - the biggest change is I figured out how to get an armor bonus in my two-legged form. I lose half of my defensive instinct bonus, but the AC comes out higher in the end.
Hero Lab seems to have some issues with the minor aspect changes, so I hope I got them right.
Aubrey the Malformed |
Aubrey the Malformed wrote:Regarding campaign traits, the answer is no: they are always more powerful than standard traits.Ah, I assumed a trait was a trait. I didn't think this was obnoxiously overpowered, but I submit for your approval. It is a campaign trait from the Ironfang Invasion AP.
World-Weary You've seen the horrors of war, and had hoped you'd seen the end of it. You've retreated from the fighting (dropping Golarion-specific flavor text here) and now just want to protect and provide for those you care about. You gain one of the following as a permanent class skill: Appraise, Heal, Knowledge (history), Sense Motive, or Survival. When you perform an aid another action to improve a creature's Armor Class, you increase its AC by +4 rather than +2.
I chose the Heal skill. The aid another bonus is gravy that I can live without - I was just trying to get the heal skill in my class skills.
And I'm working on what I hope is the final draft of Rish's character sheet. It's a mess right now - no peeking!
Yeah, a campaign trait tends to be more powerful. That's a typical example, since you'd normally need two traits for that (i.e. it's the equivalent of a feat). I suppose, with DM approval, you could have two normal traits or one campaign trait for your character.
However, if you just want the Heal skill, I'm sure there's another trait knocking around that will do that.
Aubrey the Malformed |
OK, I hope what I'm trying to do here makes sense - the biggest change is I figured out how to get an armor bonus in my two-legged form. I lose half of my defensive instinct bonus, but the AC comes out higher in the end.
Hero Lab seems to have some issues with the minor aspect changes, so I hope I got them right.
Ironwood is a spell, which you can't cast. There won't be a surfeit of high level druids in the Empire's capital city so I'm a little bit lost as to how this would work on an ongoing basis.
More generally... You are supposedly a swift woodland warrior, but you are carrying about a ton of stuff. I assume it doesn't impact on your encumbrance, but you've got about a dozen potions and more camping gear than you can shake a tent peg at. I was wondering if you maybe want to consider going a bit more Kung Fu (the TV programme, not the martial art) where David Carradine wandered about in his jimjams and that was about it? Get yourself a staff and that Ring of Protection and with your belt you are good to go. I think you are maybe anticipating a field trip on the Isles of Allam, but bear in mind your character doesn't actually know that yet. He's been kicked out of the elven lands and presumably wasn't given the run of the outward-bound store (and magick shoppe) before he was expelled and he's now in the biggest city on the continent. I leave it up to you, but it's just a comment.
Aubrey the Malformed |
That background doesn't really work in the context of this adventure. The PCs are adventurers with a good reputation, which is important to them getting hired. Most of them are not from the Isles of Allam and don't have a knowledge of the place. Someone who is living on the fringes and shunned by all with a background in the Isles may not work without explaining why he's now in the capital city of the Empire being hired to do a delicate job for a nobleman. Plus I don't want to get into elven subtypes and half-elven subtypes. Sea elves don't figure in the adventure and it's easier to assume there aren't any in the Isles.
Regarding campaign traits, the answer is no: they are always more powerful than standard traits.
I think the point is that you need to explain it. Also, see my comment about campaign traits above. Also also, as I mentioned a few pages back, this isn't a high magic setting, it's supposed to be a little bit gritty. I'm reluctant to get into different subraces of elf (anomg other things) as a result, and strange cross-breeds with magical powers, and so on. Plus, you are being hired by a nobleman as as group of adventurers who already have a decent reputation, so being all shunned isn't the way to go. You need to think in terms of the broader Empire and how it works, which is set out very briefly in the notes I provided.
Aubrey the Malformed |
Aubrey, character mechanics enclosed
** spoiler omitted **...
Looks fine so far. Allam Islanders tend to have just one name, but if he's 'gone Inotian' maybe he's given himself an Inotian surname, perhaps linked to his profession as a sailor. Inotian names are fairly bog-standard English-type names.
Aardvark Barbarian |
That background doesn't really work in the context of this adventure. The PCs are adventurers with a good reputation, which is important to them getting hired. Most of them are not from the Isles of Allam and don't have a knowledge of the place. Someone who is living on the fringes and shunned by all with a background in the Isles may not work without explaining why he's now in the capital city of the Empire being hired to do a delicate job for a nobleman. Plus I don't want to get into elven subtypes and half-elven subtypes. Sea elves don't figure in the adventure and it's easier to assume there aren't any in the Isles.
Regarding campaign traits, the answer is no: they are always more powerful than standard traits.
Okay, no worries. A lot of that must have been in the thread itself (which I admittedly hadn't read, just the world link). The shunned wasn't all out ostracized, just as in the general way half-elves are typically not accepted by either heritage. Also had figured that given we are a pre-established group, I'm attached to them and we have a name as a group more than just on an individual basis.
So, is this a city intrigue style of campaign? Just trying to get an idea of the overall premise we're going for before I go back and read 3-4 pages of the thread.
Aubrey the Malformed |
I don't really want to go too much into what the game is like as I want to keep a little bit back. It isn't city intrigue, it is more wilderness-y, but there are different aspects to it so all characters can contribute. It is also important that the PCs are more-or-less outsiders in the Isles. If you want a character from the Isles, that's OK, but it's best if they left when young and are only returning now and are both removed from their culture and can't remember much about the place (a bit like therealthom's character).
Perhaps we can have something like this. Your PC is the child of an elf in the Imperial military stationed on the Isles of Allam and an Allam Islander. The elven parent was little interested in the result of his (I assume he is the male parent, could be female but probably doesn't work so well) dalliance and left to his next posting. A few years later his Allam islander parent dies and his local relations want nothing to do with him as a pointy-eared reminder of his mother's breaking with taboos. A kindly Inotian (perhaps a priest) takes him in and ultimately gets him transferred to an orphanage run by the Church on the mainland. So he might speak a bit of Allam Islander and have a dim memory of the place, but maybe not much of either. But his ties to the island and the Old Gods there (maybe his mother was a priestess) maybe are reflected in his sea-related powers...
After the orphanage it is a bit more open. Did he do well or did he do badly in his schooling. Did he take on the 'indoctrination' of the Church or rebel against it? What did he do after? Did he join the military? Did he join the Church? Or did he strike out in a totally different direction? In any case, he finds himself in an adventuring party, does well, and so finds himself invited to see the noble...
Something like that work? (Interestingly, your table has two elves on it, and though neither seems a good candidate for a parent it might be interesting to consider how you maybe fell in with them...)
Pixie Rogue |
Please forget everything I proposed about the background - at its core, it was flawed for your setting, and I've already planned to scrap much of it. It seems to be coloring your suggestions.
Actually, I need to back up. I get the vibe you don't like the character concept. If that's the case, I'm happy to work up a different one, just say the word.
Aubrey the Malformed |
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Alright, we have another late entrant - Vatnisse is joining our merry throng. This means I will have to rejig the tables and increase them to three, since as I said above this doesn't work so well if the group is very mob-handed. Did I invite too many people? But what was I to do, when I had so many great players I wanted to play with? I guess next time I will have to kill some of you before we get to this stage.
Anyway, a bit of a recap of the thread for Vatnisse's benefit. The characters are an existing group of adventurers of decent reputation, being hired by a noble for a job. The setting is homebrew, the details are here. This is a low-to-moderate magic setting, so magic is relatively rare but hardly unheard of. The intention for this is to be a bit gritty, not all magic carpets and reality warping magics. The Empire is clearly a big deal and most PC backgrounds will have to consider where they stand with respect to it. Non-humans are known but also relatively rare - most people are humans. Don't worry so much about party balance, a good spread of skills in the party is more important.
Fumbles_suck |
Wouldn't that make 2 groups of 4 and one with 3? Naturally you know the adventure better than any of us. Just that table of 3 tends to in my experience be bit problematic. But you have stressed out the importance of skill spread and that will be a challenge with 3 players.
Just an observation of a possible concern.
Pixie Rogue |
There's nothing wrong with the character concept and I like the character build. There are reasons why maybe having a ton of camping equipment might not be the way to go, but I don't want to reveal too much at this stage.
I still don't know what camping equipment concerns you so, but as an established group (and in a city), my kit doesn't need to be as self-sufficient as I was making it, for sure.
Last family gathering of the season, then I can give this some more thought. The build is getting some tweaking because I realized I was overlooking some mechanical overlaps.