GM Skull's Songs of Innocence (Inactive)

Game Master Shady_Motives

A world where science and magic were reset after a great sundering millenia ago and now race head to head, a group of young townsfolk must don the mantles of stalwart adventurers to protect their home.


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Two thousand years ago a great cataclysm shook the world. No one is sure where it came from as records from that time have been obliterated and the long lived races who might have remembered have either forgotten or vanished. The gods have become nothing more then myth as knowledge and science were set back generations. Continents have shifted and biomes have changed, deserts becoming jungles while mountain ranges rose and fell. The names and beliefs of old have all been buried as faith vanished from all but the most isolated communities as only druidic tradition is rewarded with power.

Great city-states rose from the ashes of civilization as only those isolated from the wild magic that ravaged the planet were able to start rebuilding with science that was protected from the fallout. Now electricity flows to each home within the cities secured behind their great walls, while steam engines powered by magic have enabled the world to master sea, land and air as once again progress marches.

Out in the wild however life is both more idyllic and raw, a place where the fringes of civilization still cling to old beliefs and draw everything they need from nature, unconcerned with the faster and more convenient life offered to those who give up their freedom to live behind the walls of the distant city-states. Merchants moving by animal-drawn wagons or the more rare and expensive steam-wagons connect most of the rural villages with the nearest great city, bringing technology and news in exchange for the raw products that only the distant villages could produce in great quantity.

The great Cities are often in competition with each other, lands and people being exchanged through warfare and natural disasters. The closest city to the town where the PCs will start is called Serafin and is considered a beacon of culture and science as glass domes supported by thin ribs of wrought iron and adamantine can be seen stretching over the immense basalt wall that wraps around the 250,000 citizens that call the city home. They live around and on top of each other, the wealthy elite living at the tops of the numerous towers that rise into the sky while the common folk make due around the strict laws and well equipped guards. Bridges and cable cars bridge the higher levels of the city and a ground level tram provides quick transportation for both civilians and the army that mans the walls while also sending large patrols a days journey into the countryside, the extent of Serafin's power.

It is in the rural town of Huthran where the adventure will first begin as the PCs, all child-hood friends, begin to take their first steps into adulthood with apprenticeships or vagabond exploration that soon explode into exciting adventure as they will be asked to solve the growing threat to their isolated region as village after village experiences strange disappearances.

Huthran is set hard against the base of the Stormpeaks, a mountain range 200 miles west of Serafin in an area known for it's rich mineral deposits and forestry. Numerous rivers comes down off the tall, snow capped peaks and pool in the Black, the local name for the large lake that has never been successfully plumbed and seems to suck in light. If not for the healthy fish population the locals wouldn't brave the temperamental lake with it's rogue waves and savage storms that could sweep off the mountains with little warning.

Many other villages like Huthran can be found around the edges of the Black, all using the body of water as both a source of food and communication line, the Lord Mayors of each town talking for both trade and security. Deeper into the huge forest that covers the lower parts of the mountains civilization breaks down and tribalism begins. These tribes, composed primarily of humans, eschewed the towns and softer life to remain 'pure' and in balance with the power of the wild. Each tribe is ruled by either a druid or a barbarian chief with a druidic adviser.

The towns and tribes have a complex relationship, the tribes having complete control of the fur and tree harvest and the towns offering items such as metal weapons that the tribes couldn't otherwise get a hold of. The tribes tolerate the mining operations of the towns closest to the mountains while the towns do not encroach on the forest. Druids often act as the spiritual advisers for both tribes and towns, sharing forecasts of weather and healing while at the same time teaching the young about the wild. Without the druids the tribes and town would have long ago destroyed each other.

Hello! Now that the basic description of the adventure has been dealt with let me give you some of the nitty gritty. As you can tell from the previous paragraphs some kind of world shaking cataclysm reset civilization over a thousand years ago as entire races vanished and no government surviving the changes.

The general theme for the world is Steamboy meets Dr. Quinn Medicine Woman meets Princess Mononoke meets Nausicaä of the Valley of the Wind meets Van Helsing.

House Rules:

Magic: Max spell-levels to start will be capped at roughly 1/2 as knowledge of anything higher has been lost. This means half casters (except rangers) cap at 2nd level, 2/3 casters stop at 4th level and full casters (except druids) cap at 6th level.

This does not mean higher levels don't exist merely that the spells are very rare and impossible to simply buy. Anyone wanting to play a wizard will no longer receive the 2 free spells/level beyond level 12. The same applies to anyone wanting to play a caster, once you reach the level where you would receive the next highest level of spell beyond the cap you no longer gain the free spells known per level. Every spell beyond that will have to be conceptualized and researched and will be unique to the caster.

Accordingly prices for scrolls, potions, wands, rods and anything else that replicates a spell are 2.5x more expensive.

Summoning/Planar Travel etc: Any magic that summons, enables travel to/from or contacts beings from other planes doesn't work.

Healing Magic: All heal spells are modified by the casters total heal skill (min. of 0). Example: Joe Bob has a heal skill of 10. He casts cure light wounds for 1d8+3. Say that gives him an 8. Add his heal skill to that and poof, 18! This represents the casters knowledge of the healing and how to properly channel the healing energy to maximum effect.

Nat 20's and 1's: In my games there is a chance for even a 1st level character to impale a dragon through the heart against impossible odds as well as a 20th level rogue tripping and landing flat on his face. Roll a nat 20 and the accomplishment will go above and beyond whatever you are trying to attempt. Roll a nat 1 and it's an automatic failure, regardless of your base attack or skill ranks. Even gods can screw up.

Traits: 3 to start, 1 drawback. Additional traits are earn via playing the campaign. These are rewards or affects your characters will gain depending on their actions in the campaign.

PC vs PC Diplomacy Checks: This will not be allowed to force players to think or behave a specific way. You must convince them with traditional means of roleplay.

Feats: Feats are gained as normal, but additional feats may be awarded by group/character play. Bonus feat awarded at 1st, 5th, 10th, 15th and 20th level.

Feat Tax: I will be using the system suggested here.

Crafting: A slightly altered system will be replacing Pathfinders crafting rule set to accommodate the campaign.

Combat: Players will be given one day to post their turn in combat. By the end of day if a player has not taken their turn, they will be put on delay and combat will proceed normally. GM will roll all initiative rolls to keep from breaking the flow of the PbP.

Player Death: In the event of a players death, that is the end of their journey (If there is no chance to get a revival/reincarnation). This also means your participation in the campaign is done. No re-rolling of characters will be permitted. This is to allow other outside players a chance to participate in the campaign.

Party Wipe: In the event of the death of the entire party, a new recruitment will be held. You will be allowed to submit a new character then, but only then.

Technology: Steampunk!! Airships!! Railroads (very limited right now)!! Lots of Clockwork stuff.

Mythic: Possible but not guaranteed.

Character Creation:

-->Attributes: I like high powered games so start off thus; start off with 1 auto 18. Roll 3d6, reroll 1's, drop the lowest dice and add 6. Do that 5 times and you have a set. Do that as many times as you want until you arrive at a set that you like (max of 50 times). You must accept stats as a set, no mixing and matching.

-->Starting Level: 1st

-->HP: Max.

-->Max gold 1st level.

-->All archetypes allowed.

-->Books allowed: All Pathfinder with the following exceptions; No Occult Adventures or 3PP. Also any books/PDFs dealing with the Machinesmith class from Louis Porter Jr Design are allowed.

-->Classes: Everyone will be starting out as level 1 npc class as you will begin as apprentices or something equivalent. Regular character classes will open up later. Machinesmith from Louis Porter Jr. Designs is the only 3PP class allowed once regular classes become available.

-->Restricted Classes: Over two thousand years ago the gods went silent and those who drew their power from faith or were blessed by the divine in their very blood lost all of their power. No clerics, paladins, oracles, celestial blooded sorcerer or any other class whose class features are divine related can be played. Druids and rangers are the exception to this rule as they Idolize nature itself.

Also Summoners will not be allowed due to the restriction on summoning magic.

-->Races allowed: Human, half-elf, dwarf, halfling and half-orc. If you want to play a half-orc you will suffer a -5 penalty on diplomacy rolls as you are considered to be in-bred and both of your parents will be humans. Additionally half-orcs receive +2 Str in addition to the +2 to a stat of their choice. Half-elves can be born from any combination of human/human, human/half-elf or half-elf/half-elf and are called Eldkin.

-->Background Skills: Yes.

-->Variant Multiclassing: Special. All characters will receive 1 variant class for free. Restrictions on divine characters still apply.

-->Firearms: Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are martial weapons. Early firearms and their ammunition cost 25% of the amounts listed, but advanced firearms and their ammunition are still rare and cost the full price to purchase or craft.

-->Alignment: Not as strict a system since clerics and their ilk are no longer around but generally a good meter for the type of person you are . Cause too much conflict in the group and we will have a problem.

Combat:

During small(few to one monsters) combat:
Standard book combat rules apply.

During large(many monsters) combat:
Players Initiatives will be averaged, so players may take their turn at any time during the players group turn.

Enemy initiatives will be grouped together as well in the initiative order. They will be placed in respect to the averaged players initiative.

During Combat. Due to its lengthy nature, I will speed up posts to once a day. At the end of each day, the monsters will always take their turn. This is to prevent a month long combat sequence.

Ex.
Combat 1:
Players have an average initiative roll of 8. Monsters average initiative rolls is a 4. In this event, the Players take their turn first, then the monsters will after.

Crafting System:

You can craft many items in the campaign, from armor and weapons, but you must have skill points allocated to Craft: [Category] in order to do so. You must obtain raw materials and/or schematics to do. The system is explained in more detail below:

Crafting Categories:
-->Armor + Weapons
-->Spellcraft (This is the existing Spellcraft in skills)
-->Alchemy (includes everything of an alchemical nature, magical or otherwise.)
-->Siege
-->Traps
-->Art (paintings, pottery, sculpting, etc.)
-->Clothing (anything that goes on the body not considered armor)

What you need to craft?
To craft items in the campaign you must have the raw material to do so. Most raw materials can either be found, salvaged, or bought. There will be unique materials and components you can find to add special affects or bonuses.

When you have the required materials, you can do one of two things. You can either find/purchase a schematic in order to know the quantity of resources you need. Or you can make a Craft [Category] skill check to see if your character knows how to craft that item that you want. If you fail to pass this knowledge check you have to buy a schematic or take a penalty to your Craft [Category] check to when you craft your weapon.

How long does it take?
Crafting takes time in the game world, there will be moments when you enter towns where you will have access to what you need to craft your items. The length of time is calculated from a Craft [Category] check and the complexity/quality of the weapon. You can rush your crafts but you will take a penalty on your Craft [Category] check for quality.

How are the stats determined?
I will determine final base stats of your item. Your will make your final Craft [Category] check to determine your characters success at making the item. This check will help determine the quality of your item, or if your character blunders and wastes the materials.

Can I get an example?
Of course you can! (Note: All data here is an example and does not represent what the materials actually do.)

Bliggledorf the Dwarf decides he wants to make a one handed waraxe. First he makes a check to see if he is knowledgeable enough in crafting it.

He has a Craft: Weapons skill of 15. His final roll tallies results in a 25. Crafting a standard waraxe is pretty common knowledge so he doesn't need a schematic. He finds out he needs 2 ingots to craft it and it will take approximately 2 full days to make it.

Bliggledorf the Dwarf has enough Darksteel and Obsidian to craft it. He decides to use Darksteel because it gives a inherent +2 to attack rolls against Goblins. He knows this because of a finding a tattered book on Darksteel. Though a Craft Weapons check could reveal if he worked with that material before and possibly gleamed what it might do.

Bliggledorf then makes a Craft Weapons Skill check to Craft the weapon. He doesn't have enough time craft it so he wants to attempt to craft it in one day which raises the difficulty of the check. His skill check results in 20. Luckily since it is a simple weapon with no other enhancements he makes it without too much difficulty. His weapon now has the base stats of a common waraxe, but with a +2 to attack rolls against Goblins.

If he had extra time, he could lower the difficulty of the check or opted to use extra materials to try and get a boost to its effect or find a new affect by combining materials.

Posting: I expect a certain level of skill with the English language from my players. One sentence responses will usually not be sufficient. Repeated 1 sentence responses will result in the player being removed from my game. There is a built in spell check on the site but I would suggest writing your lengthy responses in a writing program. Blatant poor grammar (with the exception of idiotic character speech) will not be accepted and repeated grammatically incorrect posts can lead to removal. All this means is read over what you write BEFORE posting and spell check. It only takes a minute or two and saves everyone a headache.

At the beginning I will not be militant about grammar or post length as all of the players (myself included) will be getting used to the other players' writing styles. As time progresses however posts should become more fluid and well written as we get more experience as a group. If a character is saying something posting just the speech in bold font is unacceptable. Write your posts as if you are taking part in writing a book.

Major Events:

This is where any major/noteworthy events will be tracked, accompanied by a link to a document with any extra details on the event.

Spoiler:
I've created these rules based off of several games as both a GM and player so please don't bother trying to suggest an alternative to what is already stated. Any situations not covered by these rules will be decided on a case by case basis.

To start off submit just basic character concepts of a couple of lines. Also give a brief description of your character. Once I approve the concept you may post your finished sheet. Keep in mind that all characters are young (not the template) and relatively idealistic having grown up in a town free of big problems. Don't worry about the connections between the characters right away, we will work on that once I start narrowing down the selections. Looking for 4-5 characters, recruitment will close down 2359 01/13/2019.

There will be a discord server for OOC chat, loot records and dice rolling.


This is just off the top of my head, but I am thinking someone along the likes of perhaps a Shield Champion human, perhaps a dwarf, who is an apprentice for a weapon maker who tinkers with steam additions to weapons. Jakson Clark is a daring person, setting his sights on perhaps becoming the greatest master shield crafter he can. He one day hopes that his shields will lead his village to bigger and greater things, perhaps even growing into a city state themselves.

Other idea is a skald who is a lorekeeper. He has studied with the elders of the village, and sings of the deeds of the forebearers while they defend against bandits or while a storm is savaging the town.


Pushing recruitment date out to end of January.


I'll be putting together a character that is headed down the machinesmith route.

Always facsinated by the tinkers and traders that passed through the town, he/she has a clear affinity with stuff. He/she has been tinkering together contraptions from an early age, always able to make the best slingshots and model trains. When the adventure begins it becomes clear that those skills need to be developed.

Not sure on background yet, either a high-ish born that seeks out to rough it in the down bellow. Or a street rat with skills above his station.

I was thinking if someone wanted to play a druid we could rock a 'twins on different paths' trope but... Idk


Welcome Louxman! Aristocrat or Expert would be the right class to start with for that.


Cheers DM I'll check them out.

Few new things to work with on this one, never used NPC classes and the machinsmith is new to me, like what I'm seeing though.


Well considering the steampunk level of technology I looked for a mechanic type class and that was the only one in all of Paizo or 3PP that fit most closely to what I imagined.


Hey! This looks like a super interesting campaign and I think the homebrew rules are also well thought out!

My initial thought is of character who, while brilliant, absolutely cannot connect with technology on a practical level. However, she begins to discover that’s she is able to combine some of her technological knowledge with her knowledge of herbology. I’m thinking a Herb Witch with a nature themed patron specializing in Profession Herbology, Craft Poppet and Craft Construct. Somewhat of the intersection between a Druid in your setting and a tinkerer.


Sounds interesting! Just remember, first level is going to be NPC class.


Roger that! I’m assuming Adept is not an option due to its description talking about dieties.


Hmm missed that one but will have to say no to Adept, no way to alter them to non divine without having to alter the entire class. Instead do this: If you are intending to multiclass into a caster class once the PCs become adventurers and intending for your 'apprenticeship' to include magical training, you get a number of 0 level spell known equal to your primary casting modifier and a number of 1st level spells equal to 1/2 (rounded down) your casting modifier. You will be able to cast three 0 level spells a day and one 1st level spell, both of which can be increased by a high ability modifier.

Your spells known must be chosen from the class list you are intending to multiclass into. Furthermore when you gain the 1st level of your adventuring class you do not gain the normal spells available at 1st level. Instead increase your current list of spells known and per day to match the number allowed by the first level of the PC class. If you already have more spells then would normally be granted (such as sorcerer) then count yourself lucky.

Finally you gain Spellcraft as a bonus skill.


I am definitely most intrigued at the premise of the campaign. The starter Npc class is an interesting sub-level 1 way to go, but that doesn't dissuade me. I am definitely thinking that expert might be to way to go with my starter at first for sure, and then work up to my alchemist ideals. The gun chemist intrigues me to no bounds and I will have to think on the race for a moment or two at the very least. I am definitely thinking very much the chemistry/gunsmiths apprentice who dreams to make various creations and pseudoscience that warps the mind and alters the body, the caustic, conflagrations that doom to take ones body and soul and consume flesh like paper, burn fat, and leave naught but ash. Oh the possibilities...

Then again, I could also do something entirely different *Shrug*. Still though, I am most definitely intrigued for sure.


So I roll stats like this?

Stat1: 3d6 ⇒ (4, 4, 5) = 13

Stat2: 3d6 ⇒ (3, 1, 1) = 5

Stat3: 3d6 ⇒ (2, 4, 1) = 7

Stat4: 3d6 ⇒ (6, 5, 4) = 15

Stat5: 3d6 ⇒ (1, 5, 3) = 9

Edit: stat 1
Drop 4, for 6
Final stat: 6+4+5=15

Edit: stat 2
Drop , for 5
Reroll for second number: 1d6 ⇒ 4
Reroll for third number 1d6 ⇒ 1
Reroll for third number again 1d6 ⇒ 6
Final: 6+4+6 = 16

Edit: stat 3
Drop , for 6
Reroll for third number1d6 ⇒ 4
Final: 6+4+6 = 16

Edit: stat 4
Drop 4, for 6
Final: 6+5+6 =17

Edit: stat 5
Drop 3, for 6
Reroll for first number1d6 ⇒ 2
Final: 4+5+6 = 15

Final stats:

Str: 15
Dex:17
Con:16
Int: 20 (18+2 for human)
Wis:16
Cha: 15


When you say the "half-orc" will be considered in-bred, do you mean that people just assume they are (like hillbillies) or actually are like the royal family?


Color me intrigued.

Thinking of going two ways...

First concept is a kid desperate to find something better in life then the mines that wrecked his father and his grandfather before him. He looks for work on a caravan as a guard to earn himself a shiny life in Serafin. He's no genius, but know an able body gets you somewhere in life.

Second concept is an overly serious boy who wishes to rise above his station. Dedicated and meticulous, but of very little means. Wants to study alchemic engineering, and get rich doing it. Believes his parent's faith in the green is silly antiquated notions.

Both are built to learn life lessons and have many character building moments. Very Studio Ghibli.

Otherwise, since the world has commonplace guns, are most constables and guards armed with a musket or pistol? Or is a club going to be the defense of choice out on the road?


This sounds interesting. If you read the posts for my campaigns through my link, I think you'll see we're sympatico as regards love of long elaborate posts.

I just want to clarify if you're choosing players based on our opening 'pitch' before we have to go through the toil of making up stats.

For NPC class, can we be Aristocrats?

I have two ideas for characters, both of which would begin life as young nobles who strike out on their own:

(1)

I have an idea for a character that would be a young noble who eventually becomes a Lamplighter Investigator. The impetus for his class selection would be to look into the strange disappearances you mention in your campaign pitch.

He would VMC Rogue.

I imagine him as having spent his childhood exploring and/or speculating about the setting's mysterious environs and past.

(2)

My other idea would be a slightly depraved young noble, as in LE with a cruel but strict 'loyalty is my honor' personal code, and that becomes an Umbral Stalker or Stygian Slayer archetyped Slayer. He would start out being recruited into the personal protection squad of a local criminal organization, but ends up deciding his employer isn't worthy of his fealty, and strikes out on his own. Tensions remain with his sponsor within the organization and its head.

He would VMC Alchemist.

EDIT: it would depend on this campaign's openess to characters having a love life, but I also have an idea for a plot point where either of these individuals has a paramour who is a lower class groomsman that works on the family estate. The complexities of that situation would depend on the societal attitude towards both homosexuality and class barriers.


Hey skull this looks like a really cool concept, I’ve never used NPC levels so I’ll have to look into them. For a character I was thinking someone who isn’t really a fan of how the city states are pushing away from nature and sees the newer technologies as either dangerous or an affront to the natural ways that have been sustaining people.
When they can they’ll be taking levels in Druid, possiblely with the herbalism alt nature’s bond option. He would most likely VMC with shifter, or possibly ranger.

@louxman: I wouldn’t mind going the twin route, what race were you thinking?


So here is my idea (broad strokes): a young man (half-orc) who comes from a large family of pig farmers. The family lives on the outskirts of town or "upon the hill" and are somewhat between townsfolk and the forest tribesmen. They and the townsfolk trade and get along but aren't overly friendly with each other. The young man found a storybook that told fantastic tales of gallant knights and has dreams of becoming a hero, but foolish over ambition tends to cause more trouble.


@Magicblast Yes.

@ElbowtotheFace Racism style in-bred. An orc hasn't been seen in this area in over 1000 years. People have forgotten about them but every now and then the Orc DNA will pop up again in a half-orc. Approval for the concept.

@Warpuppers Roughly 50% of the town militia has basic firearms of some kind. The isolation of the region means updates to technology and such takes much longer to filter down from the city-states, especially since all of it would only be obtained by buying it.

@Sobeckloki Not choosing players but just want to make sure that your idea isn't so alien that it wouldn't work for the initial setting. I think my character creation rules pretty clearly explain that idea but some people don't read or follow instructions.

Both of your ideas are fine but your 'criminal' boss would more likely be a ruthless and unforgiving local businessman, not necessarily a criminal...yet.

As for the homoesexuality, no problem with it however the villagers might have some very negative reactions to it. Feel free but understand there will be RP consequences should it come to light. As for 'class barriers', the nobles of the area would be the wealthy merchants who live in the villages. There are no true nobles in the region because there is no unified Country. Living at the base of the mountains tends to breed rugged, independant minded folks who refuse to take a knee to distant Serafin, especially since the city has offered nothing like protection. The average citizen of Serafin doesn't even know about the villages out here.

@Fenris105 Then think seriously about whether you were a towny or tribal bred. Concept is fine.


3d6 ⇒ (2, 3, 5) = 10
6+3+5=14
3d6 ⇒ (1, 2, 1) = 4
6+3+4=13
3d6 ⇒ (3, 1, 2) = 6
6+3+5=14
3d6 ⇒ (1, 2, 1) = 4
6+2+5=13
3d6 ⇒ (3, 4, 4) = 11
6+4+4=14

Rerolls: 5d6 ⇒ (3, 4, 5, 2, 5) = 19

18, 14, 14, 14, 13, 13

I think that's right


DM Skull wrote:

@Magicblast Yes.

@ElbowtotheFace Racism style in-bred. An orc hasn't been seen in this area in over 1000 years. People have forgotten about them but every now and then the Orc DNA will pop up again in a half-orc. Approval for the concept.

@Warpuppers Roughly 50% of the town militia has basic firearms of some kind. The isolation of the region means updates to technology and such takes much longer to filter down from the city-states, especially since all of it would only be obtained by buying it.

@Sobeckloki Not choosing players but just want to make sure that your idea isn't so alien that it wouldn't work for the initial setting. I think my character creation rules pretty clearly explain that idea but some people don't read or follow instructions.

Both of your ideas are fine but your 'criminal' boss would more likely be a ruthless and unforgiving local businessman, not necessarily a criminal...yet.

As for the homoesexuality, no problem with it however the villagers might have some very negative reactions to it. Feel free but understand there will be RP consequences should it come to light. As for 'class barriers', the nobles of the area would be the wealthy merchants who live in the villages. There are no true nobles in the region because there is no unified Country. Living at the base of the mountains tends to breed rugged, independant minded folks who refuse to take a knee to distant Serafin, especially since the city has offered nothing like protection. The average citizen of Serafin doesn't even know about the villages out here.

@Fenris105 Then think seriously about whether you were a towny or tribal bred. Concept is fine.

Can a son of a rich merchant have the 'Aristocrat' NPC class, or are we limited to Adept, Warrior, and Expert?

I'm sorry, I'm still not clear on the selection process. Do we have to make an entire character to be considered, and then might not get chosen, or are you going to tell us whether you like our character concept enough to make a character? I'm interested in this game, but I run a lot of other games, and I'd rather use my time for something else if 30 people are going to apply and there's very little chance of being selected.


Okay, so if I understand this, I'm rolling 50 'sets' here

stat rolls: 30d6 ⇒ (4, 1, 1, 1, 3, 2, 1, 1, 4, 5, 1, 2, 3, 1, 4, 2, 2, 1, 5, 5, 2, 5, 6, 4, 3, 2, 5, 2, 6, 2) = 86
stat rolls: 30d6 ⇒ (3, 6, 4, 4, 6, 1, 5, 5, 5, 3, 3, 5, 2, 1, 3, 4, 2, 4, 6, 5, 4, 6, 6, 1, 5, 1, 3, 6, 1, 6) = 116
stat rolls: 30d6 ⇒ (3, 3, 1, 3, 5, 6, 5, 5, 5, 6, 5, 3, 2, 6, 5, 5, 4, 3, 4, 6, 2, 5, 4, 1, 2, 4, 6, 5, 4, 4) = 122
stat rolls: 30d6 ⇒ (5, 4, 4, 5, 6, 3, 2, 3, 4, 2, 2, 5, 4, 1, 1, 5, 6, 5, 4, 3, 6, 4, 3, 2, 1, 6, 6, 4, 5, 4) = 115
stat rolls: 30d6 ⇒ (4, 4, 5, 5, 3, 2, 6, 2, 1, 3, 3, 1, 1, 6, 2, 5, 1, 1, 6, 2, 5, 4, 3, 3, 4, 3, 4, 4, 2, 2) = 97

I'm taking the 'set' from the end of line 4, which is

5, 6, 5, 4, 3, 6, 4, 3, 2, 1, 6, 6, 4, 5, 4

re-rolling 1 re-roll 1: 1d6 ⇒ 3

5, 6, 5,
4, 3, 6,
4, 3, 2,
3, 6, 6,
4, 5, 4

replacing lowest with 6

5, 6, 6,
4, 6, 6,
4, 3, 6,
6, 6, 6,
4, 5, 6

So my stats would be:

18
17
16
13
18
15

Is that correct?

Trying again from end of line 2

4, 2, 4, 6, 5, 4, 6, 6, 1, 5, 1, 3, 6, 1, 6

re-rolling 1s: 3d6 ⇒ (6, 2, 4) = 12

6, 2, 4

replacing 1's

4, 2, 4,
6, 5, 4,
6, 6, 6,
5, 2, 3,
6, 4, 6

4, 6, 4,
6, 5, 6,
6, 6, 6,
5, 6, 3,
6, 6, 6

Stats are

18
16
17
18
14
18

Trying again end of line 3

5, 4, 3, 4, 6, 2, 5, 4, 1, 2, 4, 6, 5, 4, 4

reroll 1 reroll 1: 1d6 ⇒ 5

5, 4, 3,
4, 6, 2,
5, 4, 5,
2, 4, 6,
5, 4, 4

5, 4, 6,
4, 6, 6,
5, 6, 5,
6, 4, 6,
5, 4, 6

Stats are

18
18
16
16
16
15

from beginning of line 3

3, 3, 1, 3, 5, 6, 5, 5, 5, 6, 5, 3, 2, 6, 5

reroll 1 reroll 1: 1d6 ⇒ 3

3, 3, 3, 3, 5, 6, 5, 5, 5, 6, 5, 3, 2, 6, 5

3, 3, 3,
3, 5, 6,
5, 5, 5,
6, 5, 3,
2, 6, 5

6, 3, 3,
6, 5, 6,
5, 5, 6,
6, 5, 6,
6, 6, 5

18
18
12
16
17
17

I'm going to use

18
16
17
18
14
18

Can I use this trait instead of the +2 for any one stat. Fluff wise, I want it to reflect that my parent or guardian is part of an illicit black market and experimented on me as a child:

Alchemically Enhanced: Some humans use alchemical or scientific enhancements to push their bodies beyond the limits of nature. However, doing so comes at a significant price. A human with this trait gains a +3 racial bonus to Constitution, Dexterity, or Strength. However, the character’s biology is now more susceptible to chemicals, causing her to take a –2 penalty on Fortitude saving throws against poison. This racial trait replaces the +2 bonus to any one ability score and the bonus feat racial trait. Source PRG:TWoVHD

I'm leaning towards my ruthless merchant's son/assassin/thug idea more. I'd want to play the group skill monkey. I'm thinking beastmorph/vivesectionist alchemist, or investigator/vmc rogue or slayer.

Because this will be a build issue, will you allow studied target (slayer) and sneak attack, or studied strike (investigator) + sneak attack to stack? I think there's debate whether they can be used at the same time, I want to check before I assume they can for my build.


Ok got concept approved here goes the dice rolls.

3d6 ⇒ (6, 6, 6) = 18
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (2, 3, 1) = 6
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (3, 4, 2) = 9

reroll att 2: 1d6 ⇒ 6
reroll att 3: 1d6 ⇒ 5
reroll att 4: 1d6 ⇒ 4

results

18, 18, 16, 14, 17, 13 Don't think I can get much better than that but lets see

3d6 ⇒ (5, 6, 4) = 15
3d6 ⇒ (5, 4, 4) = 13
3d6 ⇒ (1, 2, 4) = 7
3d6 ⇒ (5, 2, 4) = 11
3d6 ⇒ (4, 6, 3) = 13

reroll att 3: 1d6 ⇒ 3
results
18, 17, 15, 13, 15, 16 yeah lets just go with that first set


I'm new to the boards. So if you allow a newbie I will apply. For character idea.

Think a gun mage. So gunslinger and I believe VMC wizard.


Dotting for interest. Initial concept would be an apprentice liason between the town and one or more of the nearby tribes. His parent/mentor travels between the two, probably one of the druids mentioned in the campaign background. He's trying to decide which society he really belongs in.

Crunch/party role would be archer and limited support. I'll flesh that out if the concept is approved and once I see the dice rolls, but probably something like expert into ranger.


Hey Skull I know you said max gp at first level but I can't seem to find any listing for how much gold npc classes get, should we just go with gold listing for the class we plan on taking?


@Sobecloki I have to rule against that because it states in the section of the hybrid classes that similair or same class abilities from the parent class do not stack with the hybrid class and viceversa. Since neither the slayer or investigator state clearly that the Investigator's Studied Strike or the Slayer's Sneak Attack stack with other sources of sneak attack then it will not stack with the sneak attack ability from the Rogue.

And yes you can still be an 'aristocrat', you just wont be an actual noble.

@Sbodd Concept sounds fine.

Everyone gets 260 gold to start with.


Alright, let's see what the dice have to say.

Set 1:
3d6 ⇒ (5, 5, 6) = 16
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (5, 4, 6) = 15
3d6 ⇒ (5, 1, 2) = 8

17, 11, 14, 17, 16
Set 2:
3d6 ⇒ (3, 6, 4) = 13
3d6 ⇒ (3, 2, 5) = 10
3d6 ⇒ (5, 5, 4) = 14
3d6 ⇒ (4, 2, 2) = 8
3d6 ⇒ (3, 1, 6) = 10
16, 14, 16, 12, 15

Set 3:
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (5, 4, 6) = 15
17, 16, 14, 15, 17

Reroll set 1 roll 5
1d6 ⇒ 5
Reroll set 2 roll 5
1d6 ⇒ 1
Reroll set 3 roll 1
1d6 ⇒ 5
Reroll set 3 roll 2
1d6 ⇒ 1

Re-rerolls: 2d6 ⇒ (2, 3) = 5


Trying another couple:
Alright, let's see what the dice have to say.

Set 4
3d6 ⇒ (6, 1, 5) = 12
3d6 ⇒ (1, 6, 3) = 10
3d6 ⇒ (2, 1, 6) = 9
3d6 ⇒ (5, 3, 6) = 14
3d6 ⇒ (1, 6, 2) = 9
17, 18, 18, 17, 16

Set 5:
3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (4, 4, 2) = 10
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (6, 2, 2) = 10
13, 14, 17, 16, 14

Set 6:
3d6 ⇒ (6, 4, 4) = 14
3d6 ⇒ (2, 1, 1) = 4
3d6 ⇒ (4, 3, 5) = 12
3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (2, 2, 5) = 9
16, 13, 15, 17, 13

Rerolls, in order:
9d6 ⇒ (5, 6, 6, 4, 2, 3, 1, 4, 2) = 33
Re-rerolls: 1d6 ⇒ 3

Looks like set #4 is the winner :p


@Sobecloki Also where is that trait from? I can't find it.

Silver Crusade

Do NPC classes still get a feat at first level? Does a human still get an extra feat?

I'm thinking of making a character who is an apprentice to a healing wise woman. Intending to become a Herb Witch once PC classes open up. Will be concentrating on abilities that let me heal non magically.

Would definitely start as an expert.

Stats :
15d6 ⇒ (2, 4, 4, 5, 3, 3, 4, 2, 5, 5, 6, 6, 3, 3, 5) = 60 14, 14, 15, 18, 14
20d6 ⇒ (6, 3, 5, 2, 6, 5, 5, 2, 5, 2, 2, 4, 4, 1, 3, 3, 3, 4, 1, 5) = 71 17, 17, 16, 12, 14
20d6 ⇒ (4, 5, 4, 4, 6, 4, 1, 3, 5, 3, 6, 1, 2, 4, 4, 1, 6, 5, 5, 3) = 76 15,16, 14, 16, 17
20d6 ⇒ (6, 1, 6, 2, 1, 2, 6, 6, 2, 4, 3, 6, 2, 4, 2, 1, 4, 2, 6, 3) = 69 18, 18, 16, 12, 16 (wow)
20d6 ⇒ (3, 6, 5, 6, 6, 5, 2, 1, 5, 5, 6, 4, 2, 5, 2, 2, 3, 5, 6, 1) = 80 17, 18, 16, 16, 13

These are some seriously silly numbers :-). I'd go with the 18, 18, 18, 16, 16, 12 array,


Yes and yes.

How did you get stats from those rolls?


DM Skull wrote:
@Sobecloki Also where is that trait from? I can't find it.

It's listed here:

https://www.d20pfsrd.com/races/core-races/human/

It's an obscure Paizo source:

https://paizo.com/paizo/press/archive/v5748eaic9usz?Vampire-Hunter-D-Messag e-from-Mars-Comes-to


So, I rolled 10 sets of 5 above, trying another 10:

Stat Rolls: 30d6 ⇒ (3, 2, 2, 2, 6, 1, 4, 4, 3, 2, 3, 4, 6, 5, 1, 1, 6, 1, 2, 5, 1, 1, 2, 3, 2, 1, 3, 1, 1, 1) = 79
Stat Rolls: 30d6 ⇒ (2, 5, 5, 4, 3, 2, 6, 1, 6, 5, 4, 2, 1, 2, 6, 4, 2, 1, 3, 2, 6, 2, 6, 5, 5, 6, 6, 3, 5, 5) = 115
Stat Rolls: 30d6 ⇒ (4, 5, 6, 4, 2, 1, 5, 5, 1, 2, 2, 6, 2, 5, 3, 6, 6, 4, 5, 6, 1, 2, 6, 1, 3, 6, 1, 1, 2, 2) = 105
Stat Rolls: 30d6 ⇒ (4, 5, 4, 2, 1, 4, 6, 5, 2, 6, 6, 1, 1, 4, 5, 1, 1, 5, 6, 6, 3, 3, 6, 6, 1, 1, 2, 6, 1, 3) = 107
Stat Rolls: 30d6 ⇒ (6, 1, 1, 3, 2, 5, 1, 2, 5, 1, 3, 2, 1, 5, 4, 1, 5, 6, 2, 4, 2, 5, 1, 6, 6, 4, 5, 4, 5, 4) = 102

Stat Rolls: 30d6 ⇒ (2, 1, 3, 3, 4, 2, 2, 3, 4, 6, 1, 1, 1, 2, 5, 1, 5, 5, 3, 2, 4, 5, 3, 3, 5, 2, 4, 2, 1, 1) = 86
Stat Rolls: 30d6 ⇒ (4, 1, 4, 4, 1, 1, 6, 6, 2, 5, 5, 1, 5, 1, 2, 1, 1, 1, 6, 1, 4, 5, 2, 5, 6, 5, 4, 5, 5, 3) = 102
Stat Rolls: 30d6 ⇒ (1, 5, 3, 1, 4, 3, 4, 6, 2, 1, 4, 4, 1, 2, 6, 2, 5, 3, 3, 3, 2, 6, 6, 3, 6, 6, 3, 4, 2, 6) = 107
Stat Rolls: 30d6 ⇒ (3, 3, 3, 1, 6, 1, 6, 2, 4, 5, 2, 1, 1, 6, 3, 3, 6, 2, 1, 3, 2, 6, 2, 2, 5, 3, 4, 6, 6, 4) = 102
Stat Rolls: 30d6 ⇒ (6, 5, 4, 2, 4, 6, 6, 2, 1, 4, 3, 3, 3, 6, 2, 5, 6, 3, 1, 5, 2, 6, 6, 6, 4, 4, 4, 3, 2, 6) = 120

Stat Rolls: 30d6 ⇒ (2, 6, 4, 1, 4, 6, 4, 2, 6, 1, 3, 1, 1, 4, 6, 1, 6, 4, 5, 5, 4, 6, 1, 5, 4, 5, 6, 4, 5, 5) = 117
Stat Rolls: 30d6 ⇒ (1, 3, 2, 5, 1, 1, 2, 6, 2, 2, 6, 4, 3, 5, 6, 2, 1, 6, 5, 2, 3, 1, 6, 5, 6, 5, 1, 3, 5, 6) = 106
Stat Rolls: 30d6 ⇒ (1, 6, 2, 3, 6, 5, 4, 5, 1, 6, 3, 5, 4, 2, 2, 2, 2, 4, 6, 2, 5, 4, 2, 3, 3, 4, 1, 4, 5, 5) = 107
Stat Rolls: 30d6 ⇒ (6, 5, 3, 2, 3, 2, 3, 1, 6, 5, 5, 2, 5, 6, 2, 2, 3, 4, 5, 4, 3, 4, 1, 5, 4, 5, 1, 6, 4, 1) = 108
Stat Rolls: 30d6 ⇒ (6, 4, 2, 1, 4, 3, 4, 2, 6, 6, 5, 4, 2, 3, 1, 6, 2, 6, 1, 6, 1, 5, 2, 2, 6, 3, 6, 3, 6, 1) = 109

end of line 2

re rolling 1 reroll: 1d6 ⇒ 3

4, 2, 1, 3, 2, 6, 2, 6, 5, 5, 6, 6, 3, 5, 5

18
4, 2, 6, 12
3, 6, 6, 15
6, 6, 5, 17
6, 6, 6, 18
6, 5, 5 17

end of line 4

1, 1, 5, 6, 6, 3, 3, 6, 6, 1, 1, 2, 6, 1, 3

rerolling 1s reroll: 5d6 ⇒ (1, 3, 5, 1, 1) = 11

1, 3, 3, 4, 2
nvr mind

5, 6, 3, 1, 5, 2, 6, 6, 6, 4, 4, 4, 3, 2, 6

re rolling 1 reroll: 1d6 ⇒ 3

5, 6, 3, 4, 5, 2, 6, 6, 6, 4, 4, 4, 3, 2, 6

5, 6, 6,
4, 5, 6,
6, 6, 6,
4, 4, 6,
3, 6, 6

17
16
18
14
15

1, 6, 4, 5, 5, 4, 6, 1, 5, 4, 5, 6, 4, 5, 5

re rolling 1 reroll: 2d6 ⇒ (2, 6) = 8

2, 6, 4, 5, 5, 4, 6, 6, 5, 4, 5, 6, 4, 5, 5

2, 6, 4,
5, 5, 4,
6, 6, 5,
4, 5, 6,
4, 5, 5

6, 6, 4,
5, 5, 6,
6, 6, 6,
6, 5, 6,
6, 5, 5

18
16
16
18
17
16


@Sebecloki I can't find that anywhere as a buyable product so it falls under 3PP, have to say no.


DM Skull wrote:
@Sebecloki I can't find that anywhere as a buyable product so it falls under 3PP, have to say no.

What do you mean by purchaseable? I found this link -- they don't have stock right now but it's real and produced by Paizo. I think we need some more clarification on what the definition of 'Paizo' is in that case, since there's a lot of material from that source on pfsrd.com

https://www.starlitcitadel.com/games/pathfinder-module-the-world-of-vampire -hunter-d.html

I'll use Dual Talent instead from the Advanced Race Guide if that's still not kosher, but I do think that points out a canon issue we need some more clarification on if the above source is not going to count as Paizo.

I'm going to use

18
16
16
18
17
16

for stats, starting as an Aristocrat.


That trait does not fit the theme of this campaign so no. Final word.


DM Skull wrote:
That trait does not fit the theme of this campaign so no. Final word.

Are there more restrictions around 'theme' within the Paizo canon -- I'm considering a Vivesectionist/Beastmorph Alchemist. I know Vivesectionist is banned in PFS. Your rules say all archetypes, but I want to double check that the one I'm really interested is applicable here.

EDIT: few other questions (beggin' your indulgence gov'ner)

Unchained Rogue?
Does the VMC rule mean we stack that, instead of replacing features? Do we have to take one?
Can we take more than one archetype if they don't conflict -- like beastmorph/vivesectionist?


So many dice rolls lol (in William Shatner voice)


Vivisectionist is fine. If there is a question about what I will or wont accept then ask. Most of the time if it is published and sold by Paizo I wont have an issue with it. This is a singular case where I feel the content does not fit my campaign. That is the last I will talk about this trait.

Silver Crusade

DM Skull wrote:

Yes and yes.

How did you get stats from those rolls?

I just took them in sets of 3, taking the next roll as a reroll if I rolled a 1. Seemed easiest.

So (using the 1 I took)

6, 1, 6, 2, 1, 2, 6, 6, 2, 4, 3, 6, 2, 4, 2, 1, 4, 2, 6, 3) = 69 18, 18, 16, 12, 16

6 1 reroll to 6 2 change 2 to 6 - 18
1 reroll to 2 6 6 change 2 to 6 - 18
2 4 3 - 13
6 2 4 - 16
2 4 2 12

I made a mistake the first time :-(

but I can reroll if you prefer


pauljathome wrote:
DM Skull wrote:

Yes and yes.

How did you get stats from those rolls?

I just took them in sets of 3, taking the next roll as a reroll if I rolled a 1. Seemed easiest.

So (using the 1 I took)

6, 1, 6, 2, 1, 2, 6, 6, 2, 4, 3, 6, 2, 4, 2, 1, 4, 2, 6, 3) = 69 18, 18, 16, 12, 16

6 1 reroll to 6 2 change 2 to 6 - 18
1 reroll to 2 6 6 change 2 to 6 - 18
2 4 3 - 13
6 2 4 - 16
2 4 2 12

I made a mistake the first time :-(

but I can reroll if you prefer

It's fine, just confused me. Keep the stats.


Okay, so I tried to roll some new sets after being inspired by other's posts and I really flubbed it up. But I am going to try again here! Wish me luck

Set 2:

Stat1: 3d6 ⇒ (3, 6, 3) = 12
Stat2: 3d6 ⇒ (6, 1, 5) = 12
Stat3: 3d6 ⇒ (6, 2, 5) = 13
Stat4: 3d6 ⇒ (4, 2, 5) = 11
Stat5: 3d6 ⇒ (2, 6, 4) = 12

Set 3:

Stat1: 3d6 ⇒ (1, 5, 1) = 7
Stat2: 3d6 ⇒ (6, 6, 2) = 14
Stat3: 3d6 ⇒ (2, 6, 1) = 9
Stat4: 3d6 ⇒ (4, 6, 1) = 11
Stat5: 3d6 ⇒ (3, 5, 2) = 10

Set 4:

Stat1: 3d6 ⇒ (6, 4, 4) = 14
Stat2: 3d6 ⇒ (6, 1, 6) = 13
Stat3: 3d6 ⇒ (3, 1, 2) = 6
Stat4: 3d6 ⇒ (2, 4, 5) = 11
Stat5: 3d6 ⇒ (3, 1, 6) = 10

Set 5:

Stat1: 3d6 ⇒ (2, 2, 5) = 9
Stat2: 3d6 ⇒ (2, 1, 5) = 8
Stat3: 3d6 ⇒ (1, 3, 5) = 9
Stat4: 3d6 ⇒ (6, 4, 3) = 13
Stat5: 3d6 ⇒ (2, 1, 5) = 8

Rerolls to be used if needed (to be used in order of appearance of 1s:
Rerolls: 15d6 ⇒ (4, 6, 4, 4, 5, 6, 5, 6, 6, 2, 1, 1, 2, 5, 4) = 61

Finals:
Set 2:
15, 17, 17, 15, 16
Set 3:
17, 18, 16, 17, 14
Set 4:
16, 18, 14, 15, 18
Set 5:
13, 17, 14, 16, 13

Awesome! This worked better for me (my coding skill would be like a -5 modifier). I am going to stick with set 4 stats

Final Stats will be:
Str: 14
Dex:18
Con:18
Int: 20 (18+2 for human)
Wis:16
Cha: 15

I plan on taking your altered adept NPC class, and hope to have a submittion in the next couple of weeks!

Thank you for your time!


Here's most of my proposed build for a 1st level Aristocrat. I just need to assign skill points and get equipment.

How much additional backstory do you want?

Init: +11

Fortitude +3
Reflex +6
Will +5

AC 19 (+3 Studded Leather + Dex + 5 + Shield +1)

Equipment: Studded Leather, Buckler, Heavy Crossbow, Heavy Crossbow Bolts (x50), Scizore, Fire Jackal Saliva Poison

Statistics:

Strength 20 (+5)
Dexterity 20 (+5)
Constitution 16 (+3)
Intelligence 17 (+3)
Wisdom 16 (+3)
Charisma 16 (+3)
------------------------------------------------------------------------
Racial Traits:

Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.

Base Speed: Humans have a base speed of 30 feet.

Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.

Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits.
------------------------------------------------------------------------
Combat Traits:

Deft Dodger: :
Benefit: You gain a +1 trait bonus on Reflex saves.

Reactionary:
Benefit: You gain a +2 trait bonus on initiative checks.
------------------------------------------------------------------------
Faith Traits:

Second Chance:
Benefit: Once per day, when you fail a saving throw, you can reroll the saving throw. You must take the second result even if it is worse.
------------------------------------------------------------------------
Drawbacks:

Umbral Unmasking:
Effect: You cast no shadow whatsoever, or the shadow you do have is monstrous. Under normal lighted conditions, this is not hard to observe—but uncommon to notice. Creatures that succeed at a DC 15 Wisdom check notice it plainly (an additional Perception check may be required based on environmental conditions). This telltale sign of wickedness cannot be concealed by misdirection, nondetection, or illusions, except those that also affect shadows (such as invisibility).
------------------------------------------------------------------------
Feats:

Improved Initiative (Combat):
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
------------------------------------------------------------------------
Class Features:

Weapon and Armor Proficiency:
The aristocrat is proficient in the use of all simple and martial weapons and with all types of armor and shields.


@Sebecloki Hmm forgot to put that in the Recruitment rules. I would like 1-2 paragraphs detailing your characters background/history. Also a couple sentences describing your appearance.


If you have time I'm appreciate if you nix or approve my choices -- I don't want to get disqualified because something I selected seems cheasy -- I was going to coat my weapons with Fire Jackal Saliva Poison, for instance.

EDIT: Do you have more background on the town we need to fit our fluff into? Do you just want us to make up stuff and you'll approve/nix it. Can you give us a better sense of the cultural milieu -- like Western European, etc. for cultural artifacts and naming conventions?


No problems with your choices.


Skull wrote:
Hmm missed that one but will have to say no to Adept, no way to alter them to non divine without having to alter the entire class. Instead do this: If you are intending to multiclass into a caster class once the PCs become adventurers and intending for your 'apprenticeship' to include magical training, you get a number of 0 level spell known equal to your primary casting modifier and a number of 1st level spells equal to 1/2 (rounded down) your casting modifier. You will be able to cast three 0 level spells a day and one 1st level spell, both of which can be increased by a high ability modifier.

Just to clarify this is on top of another NPC class correct? So you'd take the expert/aristocrat class and then add spells and Spell craft?


Huthran and the other villages in the region can best be characterized as a mix of western european at the beginning of the industrial revolution with hints of Viking raiders mentality and american wild west. The villages all try to maintain communications as best as they can but the lack of centralized government, the harshness of the mountains and the severe storms that can sweep down off of them and the influence of the tribes tend to make the average villager fierce and loyal to their family/friends/villages. Merchants who travel between the villages and Serafin bring a level of civilization and technology that means houses are built with relatively sturdy techniques like plaster and glass windows, streets and roads are cobblestone and there is a judiciary system that is not completely decided by the Mayor or force of arms. There is a mining and forestry industry here run by local families who keep ledgers, there are taxes that everyone has to pay for, town militias who are roughly equivalent of town guards. There are holidays about the formation of the village, the signing of the mutual support agreement between the villages, harvest time, winter and summer solstice and Ancestors Day. Murder/banditry is punished by execution, theft with remuneration/exile, rape by public whipping and/or exile, etc.

For the most part the villages don't suffer from too many superstitions, everyone can read and do basic math, higher education is possible via apprenticeships and faith revolves around nature's bounty/fury.


Fenris105 wrote:
Skull wrote:
Hmm missed that one but will have to say no to Adept, no way to alter them to non divine without having to alter the entire class. Instead do this: If you are intending to multiclass into a caster class once the PCs become adventurers and intending for your 'apprenticeship' to include magical training, you get a number of 0 level spell known equal to your primary casting modifier and a number of 1st level spells equal to 1/2 (rounded down) your casting modifier. You will be able to cast three 0 level spells a day and one 1st level spell, both of which can be increased by a high ability modifier.
Just to clarify this is on top of another NPC class correct? So you'd take the expert/aristocrat class and then add spells and Spell craft?

Correct, as long as you are intending for your PC class to be a caster.

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