DM The nines |
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Welcome to the game, this may be two tables, depends on how much interest we get. Someone suggested starting at book 2. Im okay with that,if enough folk want to do that.
Full Hp for level 1.
We are doing background skills
2 traits, 1 campaign, 1 anything (heck if you can sell me on another campaign's trait thats fine too. I will be asking why you want to be rich though)
Max gold starting out.
All paizo material is okay, Third party on a case by case basis.\
I dont require a novel for a background story but the more detailed the better. Allows me to weave things into the game for you.
4 hooks and a crook works fine for me. (by that i mean 4 characters you have had meaningful interactions with in life and one person who probably wishes you harm.)
Alright so Stats. Some of you have already used my preferred stat rolling before.
3 catagories.
MainPick two stats that you consider most important to your character. They start at 10 and you can roll 2d4 to add to those stats in prefered order. (you can actually roll 2d4 three seperate times and chose the best array.)
Medianpick two stats that you would consider you standard run of the mill features of your character. They also start at 10, you can roll a 1d6 three times and pick 2 of those rolls to add to your Median stats.
SubparFinally take the final two stats. It starts at a 14 but you will roll a 1d6 twice and SUBTRACT it from the 14. you can assign the d6 rolls in your preferred order.
And lastly. I dont mind starting at level 1...but there will be an awful lot of exploration and random encounters and i dont want to kill anyone early. Also, If you are being hired to go tame a land i dont think they would pick fresh faced farmhands turned warriors. So we will be starting at level 2 with Level 3 coming up pretty quickly after that.
When you level you can take either your die roll or average hp + 1 + Con bonus. and Yeah you can take the average after the roll. Lastly, once i see some builds Everyone with get a legacy item. More on that later. Look forward to playing with you all.
PaleDim |
Someone suggested starting at book 2. Im okay with that,if enough folk want to do that.
I don't know enough to say, but are there specific reasons for or against that? On the face of it, it's skipping part of the adventure so I suspect it would be something about the quality or relevance of book 1?
PaleDim |
On character build, I would likely build a wizard or sorcerer who does not want a kingdom for himself, but believes himself to be influential with the potential ruler and able to gain his means via connections.
DM The nines |
DM The nines wrote:Someone suggested starting at book 2. Im okay with that,if enough folk want to do that.I don't know enough to say, but are there specific reasons for or against that? On the face of it, it's skipping part of the adventure so I suspect it would be something about the quality or relevance of book 1?
I believe it had more to.do with being in several other attempts that seem to peter out at that point. Which i understand the three i have attempted seem to die near there as well.
Jesse Heinig |
KM undergoes a significant modal shift at the end of the first AP module. The first adventure is primarily hexcrawling, with an average of one encounter per hex. Once you finish the major plot point, you establish a settlement, and then you are thrust into kingdom management. The adventures that happen at the start of part 2 all revolve around resolving threats to your new settlement. It's not until after that's done that you return to traveling and exploring. Many groups have trouble shifting gears here, and either the ruler becomes overwhelmed and ghosts the game (very frequent occurrence with KM games on the board!), the DM realizes that they either don't have the bandwidth to run kingdom management or they just don't enjoy it, or people discover that their characters that were great at adventuring aren't so good at keeping the kingdom afloat.
If this game starts at the beginning of book 2, the assumption is probably that the team already dealt with some of the local problems in the northern Kamelands region and established a new town (probably in the old ruined fort on the lakeside). We'd probably have to start doing kingdom management immediately.
Note that if we're starting at book 2 but we're 2nd level, we either have huge chunks of territory around the new settlement that are unexplored and we're backtracking, or we're going into really dangerous territory.
Mark Thomas 66 RPG Superstar 2009 Top 16 |
DM The nines |
Oh i missed that. If we start at the beginning of book 2 folks will be starting at level 5. We are starting at level 2 if folks want to start fresh off from book 1. I didnt explain that well enough I suppose >.< I still havent decided, im partial to a fresh start, but I know some of the folks are coming in from a game that died off around there.
Choon |
That's an interesting stat gen system. Let's see...
Main: 10 + 2d4 ⇒ 10 + (3, 4) = 17
Main: 10 + 2d4 ⇒ 10 + (1, 2) = 13
Main: 10 + 2d4 ⇒ 10 + (1, 3) = 14
Mid: 10 + 1d6 ⇒ 10 + (4) = 14
Mid: 10 + 1d6 ⇒ 10 + (1) = 11
Mid: 10 + 1d6 ⇒ 10 + (2) = 12
sub: 14 - 2d6 ⇒ 14 - (3, 1) = 10
sub: 14 - 2d6 ⇒ 14 - (6, 3) = 5
Hmm. A bit unlucky. But I can work with it.
Drogeney |
Getting my rolls out of the way since it might guide my decisions a bit. Watch the dice will do as they generally do and absolutely hate me.
Main: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Main: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Main: 10 + 2d4 ⇒ 10 + (3, 1) = 14
Med: 10 + 1d6 ⇒ 10 + (5) = 15
Med: 10 + 1d6 ⇒ 10 + (2) = 12
Med: 10 + 1d6 ⇒ 10 + (5) = 15
Sub: 14 - 2d6 ⇒ 14 - (3, 4) = 7
Sub: 14 - 2d6 ⇒ 14 - (5, 5) = 4
It's a sad day when your median rolls are better than your mains. Fortunately adding racials should balance that somewhat.
With the subs is it they start at 14 and you subtract 1d6 or 2d6? It seems like the latter leaves you potentially unplayable since you could end up with a 2 before racials.
Rysky |
Dotting
Main: 10 + 2d4 ⇒ 10 + (3, 1) = 14 14
Main: 10 + 2d4 ⇒ 10 + (2, 3) = 15 15
Main: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Mid: 10 + 1d6 ⇒ 10 + (5) = 15
Mid: 10 + 1d6 ⇒ 10 + (5) = 15 15
Mid: 10 + 1d6 ⇒ 10 + (6) = 16 16
sub: 14 - 2d6 ⇒ 14 - (4, 2) = 8 8
sub: 14 - 2d6 ⇒ 14 - (6, 5) = 3 3
So my mid stats are better than my main stats and I’m nonfunctional in one stat.
TheNine |
Dotting
[Dice=Main]10+2d4 14
[Dice=Main]10+2d4 15
[Dice=Main]10+2d4[Dice=Mid]10+1d6
[Dice=Mid]10+1d6 15
[Dice=Mid]10+1d6 16[Dice=sub]14-2d6 8
[Dice=sub]14-2d6 3So my mid stats are better than my main stats and I’m nonfunctional in one stat.
If you want to flip your mid stats and main stats im okay with that.
DM The nines |
I just found the Trox. They are off the rails powerful, wow.
They're also perfect for what I want to do, but even I feel like picking them is cheating.
Oh my. Yeah the trox are probably a no. I think i would stick to races that might get hired to clean out the stolen lands...not be something that someone would hire to get cleaned out :)
One day, though i will run a game you can trox the heck out of *nods*
Drogeney |
Bouncing between two characters currently. One is a seducer witch set to become feysworn of the Green Mother, the other other is a former bandit pyrokinetic both ahve so much potential.
Are there going to be large amounts of fire resist/immune creatures in this one? It seems like one of the few times that may not happen.
TheNine |
As an additional question if I went with the witch, when getting the PRC, I will still get spell slots but not additional spells known for my familiar like a Wizard's spellbook per RAW. Is that something you enforce or would I still get teh two spells every time I increase the casterlevel?
I'll look into it, butmy first thought is I dont think there is a lot of harm in the 2 spells per level.
Seraphina Medvyed |
I'd actually prefer to begin at the beginning, if for no other reason than it will be a new party with new dynamics to work out. ^_^
Pay no attention to the stats on this profile, I will edit the sheet once I make a new one for the homebrew game she was playing in. Everything but the "More Recent Background" field should stand, though.
Looking forward to the game, thanks so much for running!
Edit: Oops, forgot to roll!
Main: 10 + 2d4 ⇒ 10 + (1, 4) = 15 <
Main: 10 + 2d4 ⇒ 10 + (1, 3) = 14
Main: 10 + 2d4 ⇒ 10 + (3, 4) = 17 <
Median: 10 + 1d6 ⇒ 10 + (3) = 13
Median: 10 + 1d6 ⇒ 10 + (4) = 14 <
Median: 10 + 1d6 ⇒ 10 + (5) = 15 <
Subpar: 14 - 1d6 ⇒ 14 - (3) = 11 <
Subpar: 14 - 1d6 ⇒ 14 - (6) = 8
Subpar: 14 - 1d6 ⇒ 14 - (2) = 12 <
Drogeney |
Yeah, a spontaneous caster gets theirs because they have no other way to get them and it is called otu specifically that they do. The prepared ones with a limited selection of spells do not. They still get casting progression but not the new spells. They can add them via the usual rules for learning additional spells.
It's not as big of a deal if you are in a place that can readily obtain highlevel spell scrolls but when you aren't you are hosed, not to mention the cost of them!
It's one of the things I really like about 2nded "PRCs". They are dedications and only take up some of your feats known to get.
Seraphina Medvyed |
Forgot to ask, will we have the option of taking a Drawback for a third trait?
Cuddles |
The Orc called "Cuddles" has very little known history, even to himself. Surprisingly little. He wandered into town one day looking for a Halfling girl named Lucy. Who Lucy is or was has never been discovered, but Cuddles is adamant that she lives and that he must find her. At first no one even dared approach him. The reason? His size.
Cuddles is massive, even for a full blooded Orc. Most people mistake him for a small giant at first glance. He stands well over 7 feet tall and easily weighs 400 pounds, most of it solid muscle. He can lift over 400 pounds at a time without any kind of assistance and years of taking odd jobs to get by has trained him to leverage every bit of that strength.
Being able to easily compete with a draft horse in the labor market has made him reluctant friends at every farm, port, and lumber mill for miles around. He has had zero trouble finding employment, though you have to catch him early. Several employers have discovered to their dismlay that Cuddles is an early riser. There was one fly in the ointment, however.
Cuddles is... not smart. Perhaps in an effort to balance his overpowering physical attributes, nature has stolen his wits. While he picks up on simple tasks easy enough, he rarely communicates complicated concepts and even more rarely talks in more than a simple sentence. His only true area of expertise is the art of the Hug. Also known as squeezing the ever living daylights out of anything that looks like it could use a little cheer.
This skill and his growing reputation in the tavern gossip circle eventually caught the ear of just the right town guard. He approached Cuddles with an offer. He would be paid more than a simple dock hand (even one who could out-work a horse) and would have his own room and new clothes. All he had to do was hug whoever the guard told him to hug. It took a couple hours to get Cuddles on board. Not because he was negotiating, but because the guard in question kept using figurative language and suggesting things that went straight over the Orc's head. Finally, a deal was struck and Cuddles was trained in the art of apprehension. In other words, he was trained how to tackle a guy and tie him up like a runaway steer. They only had four broken limbs before they switched to training him on actual steers.
There are few clues to Lucy's identity. The only one readily given by Cuddles is that she taught Cuddles how to Hug. She also is described as being tiny to Cuddles (which isn't hard) and very kind. The only physical evidence that she may have existed is a fine scarf sized for a halfling worth several gold pieces that he keeps safe on his person at all times. Not much to go on.
Hrothdane |
Main: 10 + 2d4 ⇒ 10 + (3, 4) = 17<
Main: 10 + 2d4 ⇒ 10 + (4, 4) = 18<
Main: 10 + 2d4 ⇒ 10 + (2, 4) = 16
Median: 10 + 1d6 ⇒ 10 + (3) = 13<
Median: 10 + 1d6 ⇒ 10 + (6) = 16<
Median: 10 + 1d6 ⇒ 10 + (2) = 12
Subpar: 14 - 1d6 ⇒ 14 - (5) = 9
Subpar: 14 - 1d6 ⇒ 14 - (5) = 9<
Subpar: 14 - 1d6 ⇒ 14 - (3) = 11<
Got a skald concept I'll finish writing up
Robert Henry |
Wow, a lot of familiar faces, so here goes nothing...
Main: 10 + 2d4 ⇒ 10 + (2, 2) = 14
Main: 10 + 2d4 ⇒ 10 + (2, 2) = 14 <
Main: 10 + 2d4 ⇒ 10 + (1, 4) = 15 <
Mid: 10 + 1d6 ⇒ 10 + (6) = 16<
Mid: 10 + 1d6 ⇒ 10 + (4) = 14
Mid: 10 + 1d6 ⇒ 10 + (5) = 15<
sub: 14 - 1d6 ⇒ 14 - (1) = 13<
sub: 14 - 1d6 ⇒ 14 - (2) = 12<
sub: 14 - 1d6 ⇒ 14 - (6) = 8
Well that's curious. Thinking cavalier or ranger....
Jesse Heinig |
Main scores: 10 + 2d4 ⇒ 10 + (3, 4) = 17
Main scores: 10 + 2d4 ⇒ 10 + (1, 1) = 12
Main scores: 10 + 2d4 ⇒ 10 + (1, 2) = 13
Median scores: 10 + 1d6 ⇒ 10 + (6) = 16
Median scores: 10 + 1d6 ⇒ 10 + (3) = 13
Median scores: 10 + 1d6 ⇒ 10 + (6) = 16
Subpar scores: 14 - 1d6 ⇒ 14 - (4) = 10
Subpar scores: 14 - 1d6 ⇒ 14 - (6) = 8
Depending on the rest of the team:
If Drogeney plays the ninja:
Human samurai (warrior poet) with a shared origin story
Otherwise, if nobody is playing a healer OR a traps/skills build:
Human inquisitor (sanctified slayer)
Otherwise, if nobody is playing a healer but we do have traps covered:
Dwarf cleric (forgemaster)
If everything else has been covered and I'm free to just play whatever:
Human magus (mindblade)
~~~~~~~~~~
Also, gonna just complain aimlessly for a sec about how much I hate rolling for stats.
Robert Henry |
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So are we doing two groups, one monstrous? I'm thinking playing the worst monster I know.... Human.
TheNine, I'm planning on going Cavalier, order of the dragon. Where are you at on monstrous mounts? I'm considering a griffon, would that be ok?