RIZZENMAGNUS |
@robert: hey bob! How ya been?
So id have
Main 15
Main 14
Main 15
choose 15, 15
Mid 16
Mid 15
Mid 15
choose 16, 15
Sub 12
Sub 13
So, 15, 15, 16, 15, 12, 13
Hmmmm...to stick to the main guise of the nines, that 16 would be in a mid stat, so i cant use it for a key class stat.
Thinking human fighter, but liking a sorcerer. A dwarf sorcerer perhaps
Mark Thomas 66 RPG Superstar 2009 Top 16 |
Main: 10 + 2d4 ⇒ 10 + (2, 2) = 14<----This
Main: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Main: 10 + 2d4 ⇒ 10 + (4, 4) = 18<----This
Median: 10 + 1d6 ⇒ 10 + (6) = 16<---This
Median: 10 + 1d6 ⇒ 10 + (4) = 14<----This
Median: 10 + 1d6 ⇒ 10 + (4) = 14
Subpar: 14 - 1d6 ⇒ 14 - (5) = 9
Subpar: 14 - 1d6 ⇒ 14 - (5) = 9
Not bad at all
PaleDim |
GM, since I'm in the monstrous group how do you feel about a Fetchling sorcerer (or potentially arcanist).
Mark Thomas 66 RPG Superstar 2009 Top 16 |
Dravox Maragon |
Here is the start of PaleDim's character. He needs a bit more work.
Robert Henry |
@robert: hey bob! How ya been?Not bad, not bad at all. I mean I don't go anywhere or do anything other than sit here at my computer. But healthy and happy, so I can't complain :)
So earlier:Hmmmm...to stick to the main guise of the nines, that 16 would be in a mid stat, so i cant use it for a key class stat.
Thinking human fighter, but liking a sorcerer. A dwarf sorcerer perhaps
If you want to flip your mid stats and main stats im okay with that.
so go ahead and make that 16 whatever you want!
Yurishi Yumiko |
Hp lvl 2: 1d8 + 1 ⇒ (8) + 1 = 9
Oh heck yeah!
Working on polishing the crunch off now.
*EDIT*
There, that should have the crunch done enough for review.
He'sDeadJim |
With a half-orc I could go either way on either table. Whatever happens it will be interesting...
I think starting from the beginning on the 'monster' group would be easiest for the character Idea i am working up.
Cole Burrns, CN, Pyrokinetic and renegade from the River Kingdoms. He REALLY likes to burn things.
Angus Elphinstone |
Ok, this is RH's mostly human cavalier (he has the 'heart of fey' race trait). I've got his background close, I still need to work in a 'crook' from the "4 hooks and a crook works fine for me." It will probably be a visiting adolescent nobleman who is abusing a horse or a dog and Angus stops him... something like that. The four 'hooks' are intentionally vague, but enough for the storyline.
I will finish his physical and personality description soon. I've not played a cavalier before and will have some questions about his mount, but that can wait. Also excited to see what the 'boon item' may be.
DM The nines |
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Angus Elphinstone
The elf Eldlen, as a parting gift used old elven magic to partially ensorcle your MW Cold Iron longsword. Its not 'magical' yet, at least not in terms of a bonus to damage or the like, but it will glow with the light of a torch on command and when you get it finally enchanted you can subtract 500 gp of the cost.
DM The nines |
DM The nines wrote:Lastly, once i see some builds Everyone with get a legacy item.Really curious what these gonna be, kinda holding off on shopping atm heh.
Trying to look into folks backstories for inspiration for it.
I guess i should go ahead and get the thread set up for the 'less civilized' team eh?
DM The nines |
Angus Elphinstone |
Angus Elphinstone
The elf Eldlen, as a parting gift used old elven magic to partially ensorcle your MW Cold Iron longsword. Its not 'magical' yet, at least not in terms of a bonus to damage or the like, but it will glow with the light of a torch on command and when you get it finally enchanted you can subtract 500 gp of the cost.
Cool, that reminds me, are we going to be able to purchase magic items regularly? Since were out in the woods and all.
I was wondering if using the Automatic bonus progression would simplify the need for purchasing magical items.
edit: with a sword that glows, I may find another use for the 75 gp I spent on an ioun torch...
edit: rolling for second level HP
hp: 1d10 ⇒ 4
looks like average + 1
Jesse Heinig |
Jesse Heinig wrote:After the first module you make your own town, so magic item creation and purchase is not a big problem.ssshhhhh, I only ask because I don't like the idea of a Magicmart in every town, I like magical items to be ... magical...
I don't really like MagicMart, but I like Automatic Bonus Progression even less!
Robert Henry |
ninja'd by Tove, looks like everyone's on here!
Robert Henry wrote:I don't really like MagicMart, but I like Automatic Bonus Progression even less!Jesse Heinig wrote:After the first module you make your own town, so magic item creation and purchase is not a big problem.ssshhhhh, I only ask because I don't like the idea of a Magicmart in every town, I like magical items to be ... magical...
Cool, I can respect that, I've not spent a lot of time really looking at how the two ultimately compare. If you don't find the system adequate I will not bring it up again :)
I don't think I'm going to need a 'cloak of the Manta ray' anyway.
edit: Yeah I had a fighter back in AD&D that had one, I thought it was the coolest thing.
Jesse Heinig |
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The reason that I really dislike ABP is that it tries and fails to solve the MagicMart problem, because it's applying the wrong patch due to misunderstanding the issue.
MagicMart makes it so that there is a small selection of items that characters are "expected" to have to remain competitive, and so everyone's magic item loadout gets very "samey" unless you have a schtick build that uses an odd item in an odd way.
ABP tries to solve that by saying "well the reason people pursue these items is for the bonuses they give, so we'll just give you the bonuses and remove those items."
But the important story point of magic items in 1e or 5e is that, because magic items are rare and not something you can just make, magic items aren't just a bonus, they are a record of your adventures. They are part of your story. You use the +1 military pick not just because it's better than a nonmagical sword, but because you wrested it from the mines of the duergar king and took it from him after you defeated him and freed his slaves. You keep the figurine of wondrous power because you never know when it will come in handy, even if it doesn't give you a bonus to saves or attacks, but it's all you have that is magical and having something magical lets you do something unexpected and sometimes that is enough to turn the tide of a fight.
ABP basically sidelines this by saying "Instead of giving magic items, just give bonuses" and then expects that players will still get a few magic items... just very few, and presumably they can still make or buy the ones they want anyway! So it just removes the pressure to get a cloak of resistance and an amulet of natural armor but doesn't bring back the story driver of "this item is special both because magic items are rare AND because it is part of the story of your character's history."
Tove Ragnulf |
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I’ve played in several ABP games and my experience of it is...not really like that at all. But this is an academic discussion as I don’t think the GM has expressed any interest in the idea to begin with.
I’m finishing up Tove’s stats and will get started on writing up her backstory stuff as soon as possible. I’ve already got a strong idea of what it’s going to be, but I just need to write it up
Robert Henry |
Dang, ninja'd by Tove again, I really need to type faster
I really like your points and totally agree. It sounds like ABP may work if they still included the truly 'magical' items that are story/place/person related. But you would still need to make creating magical items difficult or more costly: so you don't have a minion grinding out magical items.
I think the problem would also be solved by not creating modules where magic items are expected to be able to survive. But then you have to address the 'power creep' in printed materials to justify purchasing new splat books....sigh.
However I do appreciate your explanation and I agree whole heartedly.
I prefer playing with what I find instead of forming a build that requires me to buy/create certain niche items.
What's humorous from my own characters perspective, I changed Angus' backstory from sword scion to bastard because instead of relying on just a single weapon (longsword) I wanted a variety of weapons and styles available. Now the GM has made his 'starting sword' semi magical relating to his backstory and I'm like, "aww he will keep it for ever and hug it and squeeze it and name it george..."
DM The nines |
Sorry working overnights this week so that was my napping time. Don't worry about magic marts. You will have a town and city after all. Lots of downtime to send an order for things of that nature from larger cities if need be. Plus. . . well Im sure we will figure it out when we get there.
Hey Tove. Yes you can indeed use some of your background wealth on scrolls, potions what have you :)
Seraphina Medvyed |
KM is definitely not a MagicMart game, at least not until we build one. ^_~
Do we have a target for a start time yet?
Edit: Bah! Nvm, I see it now!
Unsure about an item for her, something that belonged to her father, most likely. Maybe with a clue about her heritage?
DM The nines |
Hey Rizzenmagnus I have you set to be with the less than civilized group the link is Here
Although i said monsterous its more there are a bunch of not normally friendly pcs in it with an orc, a half orc, a fetchling, and a hobgoblin so far. You can play all sorts of normal things too. Looks like both groups are starting from the beginning :)
DM The nines |
The game will start with basically Serahina Medvyed recieving a charter to go cleanse the stolen lands from banditry and making it suitible for habitation.
If you all would like to form a link to the future baroness set to get revenge and settle with wilds It would make for an easier party introduction. If you can't think of a reason as to why you would know the baroness that's fine too. You can be hired to escort her as well. By sunday i will have some things posted in the gameplay section to get things kickstarted. If you have your backgrounds settled let me know i will get to work on your heritage item.
Seraphina Medvyed |
So it's possible alternate dimension Seraphina is now deceased. Let's see if she's lucky in her next life with her new face.
2nd Level HP: 1d6 ⇒ 6
I will roll her back to level 2 shortly. Looking forward to it, everyone! ^_^
Only her "most recent background" field will be nixed though. And the Dragonkin, of course. XD
Tove Ragnulf |
I'm still at work atm and then I've gotta make dinner, but I can work more on Tove's backstory tonight and over the weekend.
In the meantime, she's been working as a mercenary and brigand for a year or so and recently came to the area. I could see her having run into y'all before. Perhaps she's been working as a guard for Seraphina for a while now?
Sakurai Katsumi |
Kasmui-chan is working on behalf of House Lebeda. Essentially in the time since she and Yurishi arrived, she managed to secure a position as a minor swordswoman. (This is, after all, what samurai do.) Lebeda has dispatched the pair to see to their interests in expanding territory in the south.
Since Kasumi and Yurishi have been in Brevoy for the last couple of years, it's entirely possible that they have been to various social functions or inter-House conflicts, and they could easily have met anyone sponsored for the expedition!
(Note that I'm using the Japanese style of family name-personal name, but Yurishi is not, just to add to the confusion)
Yurishi Yumiko |
I honestly wasn't sure which one was to be your family name and which one your personal name so I guessed.
<_<
>_>
But it's the kind of thing I would do Katsumi-chan.
DM The nines |
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Sakura Katsumi
You have in your possession the anciet tea set of the imperial prefect Nagano. It was given to your family from him long ago. While mundane looking in nature, this tea grants those who drink from it in the morning a bonus to all +4 saving bonus against all weather related effects. It provides a +2 bonus to any fort or will saves against lingering effects or saves versus poisons, curses, etc...
Lastly, like any good magical container for drinks, it merely needs to be placed over a heating source for it fill itself with water and the tea leaves to brew.
TheNine |
Tove Ragnulf -
Your 100 feet of silk rope is actually animated by a fey spirit. AS such it works as a rope affected by the spell Animate rope for up to 10 rounds a week. It can be conviced to continue acting as an enchanted rope for an additional 10 rounds if convinced by a DC 15 Diplomacy check, or you can forgo the check with an apropriate bribe.