Sebecloki Presents 'Secrets of the Ring of Storms', an Eberron Campaign with FFd20 Rules

Game Master Sebecloki


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It's really more the fluff description than the mechanical chassis. The power armor needs to be more like an animated suit of magical armor than a gundam mecha, for instance.

Sovereign Court

Alright, so an update

Stats: Roll 24d6 twelve times, pick a pool set
Level 5
Max HP with Static Base HP from Optional Systems
Standard money
Background skills
6 traits (none from the same category)
Moogle (Elephant) in the Room Feat Tax removal
Leaning Full Gestalt
Magic IS technology.

Pretty sure that's where we're at.

Update on my character: Still Au Ra (though might go Gria, which is another dragon person). Thinking right now in mixing Blue and Red, get some nice Purple going on.


Oh, I was using Au Ra as a standin for tiefling in eberron, which I hope is ok?


Tiefling (Eberron Wiki) that's fine


Pathfinder Adventure Path, Rulebook Subscriber

The images vary depending on type. The medium sized ones look much like a suit of armor that you drive. They are usually kind of buly and you sit in the top of it to drive it.

If you are at all familiar with Iron Kingdoms/Warmachine they tend to look like steam jacks with a pilot in them.

Having saind that I can tweak the look sufficiently I think.

I had been thinking about the larger quadrapedal one and doing a whole "cat themed" armor. The large size coud be a problem though so I am unsure I will use it or not.


I know iron kingdoms pretty well (have the 3.5 campaign setting and have read that and kept up with fluff). I as actually thinking about that as a comparison for Eberron. I think the difference is that the jacks have circuitry, whereas the warforged an other Eberron 'robotics' does not, though of course the jacks are driven by mages and run on magic, so the distinction is kind of fine.

EDIT: actually, it turns out Warjacks are steam-engines, so that's actually probably as good a parallel as any for Eberron. I'm still trying to grok the tech stuff -- Sharn as per the art is sort of art deco, which is later than some of the other tech references, so it's a bit of a hodge podge. I'm not a canon lawyer, and I always customize stuff a little bit, but I do want to be faithful to the core conceits of the setting, and I think 'magic is technology' might be about the core conceit of this setting.


Pathfinder Adventure Path, Rulebook Subscriber

Not sure how they describe them now. I got away from IK when they made their own rules system for the RPG. I tried it once and thought it was terrible. It was just a glorified miniatures game.

I have at home a conversion document, somewhere, for IK to PF1stEd that works out really well.

Yeah, steam jacks always seemed more steam powered hydraulics than sircuitry (excepting any rune plates/accumulators/cortex). My first character was an arcane mechanik that was a lot of fun. He had a mechanikal mite familiar done up like a spider named Charlotte who carried a "magic missile gun" in her abdomen. It had to roll to hit unlike the normal spell.

God, that game we had our record number at one table of 22 players one night. It was a blast!


There actually is a precedent for something either in the form of magitek armor or smaller personal vehicles or even personal sidearms, but it's vague and would be heavily-dependent on GM approval. A throwaway line in one of the books that Zilargo spent most of the Last War developing elemental weapons through alchemy and elemental binding, and by the end, had sold a bunch of elemental weapons to Breland. What exactly elemental weapons even are was not given any detail, in that book or any. An elemental bound to a weapon could cover anything from a cylinder launching motes of fire to a weaponized elemental vessel. Plus, Eberron often changes rapidly right from its start-date, and there is a largely-unexplored region of the world where the casting of magic is unstable and that a large number of people have a vested interest in exploring, which would eventually necessitate something distinct from Aundairian wands.

This is covered more exactly in Kieth Baker's article on firearms in Eberron, but could probably cover magitek armor.


Neurophage wrote:

There actually is a precedent for something either in the form of magitek armor or smaller personal vehicles or even personal sidearms, but it's vague and would be heavily-dependent on GM approval. A throwaway line in one of the books that Zilargo spent most of the Last War developing elemental weapons through alchemy and elemental binding, and by the end, had sold a bunch of elemental weapons to Breland. What exactly elemental weapons even are was not given any detail, in that book or any. An elemental bound to a weapon could cover anything from a cylinder launching motes of fire to a weaponized elemental vessel. Plus, Eberron often changes rapidly right from its start-date, and there is a largely-unexplored region of the world where the casting of magic is unstable and that a large number of people have a vested interest in exploring, which would eventually necessitate something distinct from Aundairian wands.

This is covered more exactly in Kieth Baker's article on firearms in Eberron, but could probably cover magitek armor.

I just looked at this article, and I think I'd want to incorporate all three of these ideas on some level -- Dhakaani forgotten tech for real gunslingers, and the wandslinger and elemental whatever it is to diversify the available options.


Pathfinder Adventure Path, Rulebook Subscriber

It would fit into the magitek armor well as they periodically get to add magic cannons with different properties. E.g. ice/fire/lightning beams


I joined the Eberron discord server, and asked about the Magitek archetype and whether it truly fit into the setting or not. This was one of the mod's reply:

Eberron doesn't typically do single person magical mechs. The nearest it has are unmanned or sentient magical constructs ranging from human sized (golem, warforged), to huge (warforged titans), and one example of an absolutely massive manned constructs (warforged colossus) that's more like a megazord or voltron

Approaching from another angle, it does have armorer artificer, who augment armor with enchantments to improve the wearer’s combat abilities

So you could have a character combine these concepts to create something mech like, but I'd tend to say that those kinds of inventions are made by single talented artificers rather than something made in bulk by House Cannith.

So really I think the reason mechs aren't usually in Eberron isn't a matter of the magic being able to exist or not, it's more to do with genre and aesthetic inspirations.


Monkeygod wrote:

I joined the Eberron discord server, and asked about the Magitek archetype and whether it truly fit into the setting or not. This was one of the mod's reply:

Eberron doesn't typically do single person magical mechs. The nearest it has are unmanned or sentient magical constructs ranging from human sized (golem, warforged), to huge (warforged titans), and one example of an absolutely massive manned constructs (warforged colossus) that's more like a megazord or voltron

Approaching from another angle, it does have armorer artificer, who augment armor with enchantments to improve the wearer’s combat abilities

So you could have a character combine these concepts to create something mech like, but I'd tend to say that those kinds of inventions are made by single talented artificers rather than something made in bulk by House Cannith.

So really I think the reason mechs aren't usually in Eberron isn't a matter of the magic being able to exist or not, it's more to do with genre and aesthetic inspirations.

So, basically it could be one off, but not a fixture of, for example, Cannith's armies.

I'm looking more closely at the Ring of Storms as the campaign site -- so lizardfolk and umbragen drow would also be possible races/character ideas. I'm thinking about doing kind of a sandbox with the ruins of Qalbarin and the Khyber under it and the war with the Daelkyr.


Pathfinder Adventure Path, Rulebook Subscriber

I figure it makes as much sense to think of the magitech armor as a sort of spinoff of golem crafting. That seems to make it fit in much better than it otherwise might.

I've got most of the crunch for the character done. I will work on the armor this weekend since it will require more effort. I still have to decide between biped and quad. I really like the idea of a quad but that size large brings it down quite a bit for me.


Could you possibly play a small-sized character and have your armor be medium-sized?


Pathfinder Adventure Path, Rulebook Subscriber

Basically the armor comes in four versions.
1) Scout: These are size small and have a fly speed.
2.) Bipedal: These are size medium and come with two arms
3.) Quadrapedal: These are size large and are largely meant for melee combat though they can mount artillery.
4.) Tracked: Size large these are ranged attack masters. They boat lots of beam and artillery weapon slots but can't really melee.

So I can do bipedal but not the others and stay in medium size armor. Your armor is at least your size category or larger.

Since I plan on a Mithra I can use medium or large armors.


If you're going to play a mitral, I assume that's an equivalent to a catfolk or tabaxi, so here are some fluff links

https://www.reddit.com/r/Eberron/comments/irydya/tabaxi_in_eberron/

https://sagas-of-eberron.obsidianportal.com/wikis/catfolk


I have an unconnected question concerning world-building. In my character creation, I'm struggling to find what feats I can take for my ability Eldritch Blast. It states Eldritch Blast is a ray that counts as a weapon-like ability for the purpose of applying feats. What does that mean?

Is it saying I can I apply feats like Rapid shot similar to how Produce Flame works? Would then Arcane Strike work if I had caster levels (Which I'm intending to have with Gestalt)? I just don't know what else I can take to alter it if feats like that don't apply to it. It's an odd ability. I think weapon focus and some fighter feats would work, but I'm not going the fighter route. Most feats I'm seeing that affect ranged weaponry specifically call out bows/crossbows instead of using the term "ranged weapons", so I can't use them.


Pathfinder Adventure Path, Rulebook Subscriber

That means you can apply things like weapon focus, weapon specialization, point blank shot, etc. to the ability. I would assume arcane strike would work but the attack is likely already considered magical so I am not sure it is worth it.

Sebecloki wrote:

https://www.reddit.com/r/Eberron/comments/irydya/tabaxi_in_eberron/

https://sagas-of-eberron.obsidianportal.com/wikis/catfolk

Thanks, those will be helpful since my knowledge of Eberron is extremely limited.


Hey Seb, on the site you linked for the dice pool method, it lists a re-roll 1s variant. Are we using that as well, or just the normal version, but 12x?


reroll 1s


Pathfinder Adventure Path, Rulebook Subscriber
Sabecloki wrote:
reroll 1s

Original array chosen:

1, 3, 4, 4, 4, 5, 1, 6, 5, 5, 6, 5, 3, 4, 4, 5, 6, 3, 5, 5, 2, 1, 5, 6
reroll 1s: 3d6 ⇒ (4, 6, 3) = 13
New Array:
2
3, 3, 3, 3
4, 4, 4, 4, 4, 4
5, 5, 5, 5, 5, 5, 5, 5
6, 6, 6, 6, 6
Drop 6 lowest leaves:
4, 4, 4, 4, 4
5, 5, 5, 5, 5, 5, 5, 5
6, 6, 6, 6, 6

Revised stats:
6+5+4=15
6+5+5+2r=18
6+5+4=15
6+5+4+=15
5+5+4-2=12
6+5+4+2r=17

I guess that didn't change things all that much, I just got to replace a 4 with a 6. I'll take it!


Thinking it over, I'm a lil torn as to what starting place might be best.

Part of my desire to play in an Eberron game is that I'm quite well versed in the lore, so there's a lot of appeal to playing somewhere familiar like Korth(Seb's initial suggestion in the OP) or Sharn. Plus, starting on Khorvaire allows us to get involved with all the post War politics, House shenanigans, and generally muck about in a rather well established continent with plenty of source material.

However, the Ring of Storms offers a mostly unknown area, which gives us a lot more freedom. There's also the war with daelkyr, which provides all sorts of opportunity for adventure.

One concern I have with starting in the RoS is that it's a fairly isolated area, and there doesn't seem to be a central city or other location for us to base the game out of.


Sebecloki wrote:
reroll 1s

Rerolling 1s:

Set 1: 5d6 ⇒ (5, 6, 3, 3, 2) = 19
Set 2: 5d6 ⇒ (6, 2, 5, 6, 4) = 23
Set 3: 4d6 ⇒ (6, 6, 2, 4) = 18
Set 4: 2d6 ⇒ (6, 2) = 8
Set 5: 4d6 ⇒ (6, 2, 6, 1) = 15
Set 6: 4d6 ⇒ (6, 3, 3, 1) = 13
Set 7: 1d6 ⇒ 2
Set 8: 1d6 ⇒ 4
Set 9: 3d6 ⇒ (6, 6, 5) = 17
Set 10: 6d6 ⇒ (1, 5, 1, 4, 1, 2) = 14
Set 11: 7d6 ⇒ (1, 1, 4, 5, 2, 6, 5) = 24
Set 12: 4d6 ⇒ (4, 3, 5, 4) = 16

This probably won't change much, given how many sixes were in the original set. At most, it'll bump maybe the lowest numbers up a bit.

EDIT: Yeah, the 12th set is still the best one, and I don't see it getting usurped by rerolling any of the rerolled 1s in the other sets. Here's how the final numbers shook out.

6, 6, 6 = 18
6, 6, 5 = 17
6, 5, 5 = 16
6, 4, 4 = 14
6, 4, 4 = 14
6, 3, 3 = 12

Sovereign Court

Reroll chosen set: 1d6 ⇒ 2

Doesn't help me at all, but that's okay. I'm pretty happy with mine.

I did decide on switching to Gria. Right now I'm looking at standard Blue Mage and Dragoner Berserker. Could still change, but I've thought about it a lot by now. My next days off are Mon-Tue so I'll keep thinking about backstory then fully work through the crunch.


RR1s: 3d6 ⇒ (6, 2, 5) = 13


Just rerolling the 1's from the set I already picked.

7: 3d6 ⇒ (6, 1, 1) = 8

Hmm, so two of the 1's stay as such. Still, nets me a slightly better result as I can swap a 4 for a 6.

As for starting point, while I'm not a huge Eberron lore buff, just based on a bit of reading in the wiki I'd agree with Monkeygod in that starting there might not be ideal considering it's so isolated. Perhaps start in Stormreach, the closest city (even if over a thousand miles away) and make our way to the Ring from there?
Or perhaps even in the small town of Zantashk, which is an outpost of House Tharashk? That would give us a bit of a home base to start with (it's a place that serves as the starting point for forays into the jungle so they should have the needed supplies) yet is also very close to the Ring itself.


It's not like I needed much more power but here we go!

3d6 ⇒ (5, 6, 2) = 13


oh I just read the red mage spell list up close, and it seems there's no way to increase size or reach that lasts longer than one round, that's gonna be a bit rough.


by the by, I have an open feat slot if anyone feels like taking Shielded Caster along with me. I get the feeling that with the magic exhaustion houserule, +4 (or +6 for the other person, since Suna is using a heavy shield) to concentration checks is probably worth a feat - it makes up for 4-6 more spell levels per day before fizzles.

Sovereign Court

Gria Blue Dragoner. Fixing up stats while I'm at lunch

Stats

Str = 20 = 5+5+6 (+2R)(+2 Dragoner bonus)
Dex = 12 = 4+4+4
Con = 16 = 5+5+6
Wis = 12 = 5+5+4 (-2R)
Int = 17 = 6+5+5(+1 ability score enhancement)
Cha = 16 = 5+5+4 (+2R)

Planning on Intimidating Transformation as a Rage Power, so big Intimidate bonuses incoming.

How often will Suna be front and center? I've started calling this character Tyrant in my head, and he's going to be in the thick of things as much as possible.


Very much supposed to be up close an personal, but she does have some rather severe movement limitations.

Namely, her movement speed is only 20ft, and won't get to 30 until 7th level. And when she's in a defensive stance, she's limited to moving half speed per round max on top of that.

So encounters that are very spread out can have her uneffective for a round or two if I play it poorly.

Sovereign Court

Tyrant's going to be fast. Likely 40 foot movement speed unless I decide on a different rage power, and 60 feet at other times. But I'll look into it, there's feats to spare.

Seb, Blue Mage gives a Slam attack, but doesn't specify it only works in base form. Would you rule it works in forms other than base or nah? Also, monster feats like Improved Natural Attack, what's the stance on these?


Well, since I can't seem to find any other feats that would work, and we are potentially going into the wilds/dealing with heavy combat, I think I might try a mime. I always liked them when playing FFT.

I'm noticing with this system, we all kind of have high stats (generally). Are averages of standard commoners still 10 and we are extraordinary in your view?


SmooshieBanana wrote:

Well, since I can't seem to find any other feats that would work, and we are potentially going into the wilds/dealing with heavy combat, I think I might try a mime. I always liked them when playing FFT.

I'm noticing with this system, we all kind of have high stats (generally). Are averages of standard commoners still 10 and we are extraordinary in your view?

Smooshie, have you looked at the extra 'class feature' feats? There should be one for pretty much every class(or close enough) and they can all be taken multiple times(I think, lol).


I did see those. I had a number of them, but most of my abilities were level limited. I'll just go with Mime I suppose. It's an interesting build. Thanks for the suggestions.


Monkeygod wrote:

Thinking it over, I'm a lil torn as to what starting place might be best.

Part of my desire to play in an Eberron game is that I'm quite well versed in the lore, so there's a lot of appeal to playing somewhere familiar like Korth(Seb's initial suggestion in the OP) or Sharn. Plus, starting on Khorvaire allows us to get involved with all the post War politics, House shenanigans, and generally muck about in a rather well established continent with plenty of source material.

However, the Ring of Storms offers a mostly unknown area, which gives us a lot more freedom. There's also the war with daelkyr, which provides all sorts of opportunity for adventure.

One concern I have with starting in the RoS is that it's a fairly isolated area, and there doesn't seem to be a central city or other location for us to base the game out of.

I'm looking at this some more, and I think we'll start in Newthrone in Q'barra -- that will give a connection to House Tharashk and its enterprises near the Ring of Storms on Xen'drik. There's also some interesting ruins and other sites in Q'barra to visit early in the campaign.

Dark Archive

Excellent!

I've been admiring this thread and can only now start to fill out what's dancing around my head.

Some basics:

Some basics:

Name: Dargor the Shadowlord
Main class: Necromancer (Bonedancer)
Gestalt: Summoner (Caller)

Race: Moogle. For a Eberron equivalent I'm picturing him as cheery little halfling, or even gnome. Something no one would look at and think they should be afraid.

Motivation:

Dargor really, truly, really and truly, believes that a part of the person's spirit is still tied to their corpse, and by using that corpse in glorious purpose their spirit can be granted redemption, if they were evil, or further glory, if good.

So too, he believes that one of the best ways to gain Grace is to serve your fellow man, and so hopes to one day reign in a realm of peace, where the skeletons of the dearly departed are kept on to act as humble servants to those still living. After all, the undead do not tire at hard toil, they do not suffer under hot sun nor risk frostbite in the deepest cold. They are no burden no matter the depth of the famine, and they utter no man a harsh word, no matter the insult received.

Naturally he follows Kol Korran, and just as naturally he is both blessing and boon to the followers of darkness and light. The light appreciate his zest to improve the Human condition, but blanch at his methods. The evil followers of The Dark Six, The Keeper most notably, applaud his actions, but find themselves stymied when their most foul haunts are bowled over by an army of lilac-scented undead, and the field re-seeded and given to a starving farmer.

Dargor does not care. His vision is cleared by the breadth of his sight.

Personality:

Personally he is a grand, even gregarious little fellow, always quick with smile and wit and a drink for an empty hand. But to those that question his methods, he leaves no comment go unmet. His most popular discussion goes something like this:

"But do you not know that undead are evil?"

"And who says that, my good fellow? By the same logic a sword can be evil! But it is not. It is the hand that wields it. A blade carried by a foul highwayman is not evil, it is just used for evil purpose. And that same sword can be turned away by a sheriff with an identical saber! Thus we do not say that a sword is evil, merely that it is a tool.
And it is the same with the undead! They follow my commands to the very word, sir! To the very word! So whatever they do has no more or lesser morality than my very self! Hence, just as the sword, or the dog, or the ever-spinning coin is no more evil than he what owns it, thus the same can be said for my departed-but-present friends."

Tactics:

Dargor overcomes foes by overwhelming them with minions. So great are his powers that few can stand against the ever-growing tide of numbers that he can throw against even the strongest bulwark.

As he summons and keeps summoning: "Go now, my friends! Go now and slay the unbelievers for me. And remember, I love you."

Dice:

24d6 ⇒ (4, 5, 5, 5, 1, 3, 2, 5, 6, 4, 3, 6, 4, 6, 1, 2, 2, 4, 1, 2, 4, 3, 6, 3) = 87
reroll 1s: 3d6 ⇒ (5, 2, 4) = 11
24d6 ⇒ (1, 6, 2, 4, 3, 6, 4, 5, 3, 3, 6, 4, 4, 2, 1, 6, 2, 1, 2, 6, 4, 6, 6, 4) = 91
reroll 1s: 3d6 ⇒ (1, 2, 2) = 5
24d6 ⇒ (2, 5, 5, 4, 2, 5, 2, 3, 5, 2, 5, 6, 3, 3, 2, 2, 6, 2, 4, 1, 5, 5, 1, 2) = 82
reroll 1s: 2d6 ⇒ (1, 4) = 5

24d6 ⇒ (2, 4, 1, 5, 1, 2, 5, 3, 3, 4, 4, 3, 5, 3, 6, 5, 4, 3, 2, 5, 6, 1, 4, 6) = 87
reroll 1s: 3d6 ⇒ (1, 6, 1) = 8
24d6 ⇒ (4, 5, 6, 3, 1, 2, 3, 4, 3, 5, 2, 5, 3, 6, 6, 4, 3, 3, 5, 3, 2, 2, 6, 2) = 88
reroll 1s: 1d6 ⇒ 6
24d6 ⇒ (3, 5, 1, 5, 6, 6, 6, 1, 5, 1, 5, 6, 1, 5, 3, 5, 6, 4, 6, 2, 1, 3, 3, 1) = 90
reroll 1s: 6d6 ⇒ (2, 6, 2, 6, 5, 3) = 24
6's = 8
5's = 7
4 = 1

That's good. Raw numbers:
Str: 14
Dex: 18
Con: 17
Int: 15
Wis: 15
Cha: 18

24d6 ⇒ (1, 6, 6, 4, 4, 1, 4, 6, 6, 2, 5, 3, 1, 4, 4, 2, 2, 1, 2, 3, 4, 3, 6, 2) = 82
24d6 ⇒ (4, 6, 2, 5, 5, 6, 4, 6, 4, 1, 1, 2, 3, 1, 2, 6, 2, 4, 5, 5, 1, 1, 4, 6) = 86
24d6 ⇒ (4, 1, 1, 3, 3, 2, 4, 3, 3, 4, 1, 5, 1, 5, 1, 2, 5, 4, 5, 2, 3, 2, 3, 4) = 71

24d6 ⇒ (2, 1, 1, 6, 4, 4, 2, 1, 6, 1, 2, 6, 2, 2, 2, 2, 6, 3, 3, 2, 4, 4, 4, 1) = 71
24d6 ⇒ (1, 3, 6, 4, 6, 2, 6, 5, 4, 3, 1, 3, 3, 2, 6, 2, 4, 2, 1, 6, 2, 5, 5, 2) = 84
24d6 ⇒ (6, 3, 6, 5, 3, 3, 4, 2, 2, 4, 6, 3, 2, 4, 6, 5, 1, 5, 3, 5, 1, 3, 4, 5) = 91

I guess you could say that I've been thinking about a character like this for, O, some time. Now that I have the chance I plan to grasp with both hands and hold on tight. =)


Rolls:

24d6 ⇒ (6, 3, 5, 1, 5, 3, 1, 3, 1, 6, 1, 6, 1, 5, 6, 1, 1, 5, 5, 6, 5, 2, 1, 1) = 80 Set 1

Re-roll 1s: 9d6 ⇒ (1, 1, 3, 4, 5, 4, 4, 4, 4) = 30

24d6 ⇒ (2, 3, 3, 2, 3, 4, 5, 5, 1, 3, 5, 3, 3, 4, 6, 4, 2, 1, 4, 2, 3, 1, 5, 6) = 80 Set 2

Re-roll 1s: 3d6 ⇒ (6, 2, 4) = 12

24d6 ⇒ (2, 6, 1, 2, 2, 6, 1, 3, 4, 3, 2, 3, 2, 2, 5, 1, 6, 4, 6, 1, 2, 6, 4, 5) = 79 Set 3

Re-roll 1s: 4d6 ⇒ (1, 2, 1, 6) = 10

24d6 ⇒ (2, 5, 1, 1, 5, 2, 4, 4, 2, 1, 3, 5, 6, 3, 2, 6, 5, 6, 6, 5, 5, 5, 2, 1) = 87 Set 4

Re-roll 1s: 4d6 ⇒ (6, 6, 4, 5) = 21

24d6 ⇒ (3, 4, 2, 4, 3, 6, 5, 3, 5, 3, 5, 1, 6, 6, 4, 1, 3, 6, 6, 1, 1, 6, 6, 3) = 93 Set 5

Re-roll 1s: 4d6 ⇒ (1, 4, 6, 3) = 14

24d6 ⇒ (1, 5, 3, 2, 2, 1, 3, 2, 4, 6, 2, 4, 4, 3, 1, 6, 6, 6, 4, 3, 6, 5, 6, 5) = 90 Set 6

Re-roll 1s: 4d6 ⇒ (2, 6, 1, 6) = 15

24d6 ⇒ (1, 3, 4, 4, 2, 1, 1, 1, 1, 2, 2, 1, 2, 6, 4, 6, 4, 3, 3, 2, 4, 1, 4, 1) = 63 Set 7

Re-roll 1s: 8d6 ⇒ (4, 3, 5, 1, 3, 2, 4, 4) = 26

24d6 ⇒ (5, 1, 5, 6, 1, 4, 3, 1, 3, 4, 3, 4, 1, 1, 1, 4, 4, 1, 2, 4, 5, 5, 6, 1) = 75 Set 8

Re-roll 1s: 8d6 ⇒ (1, 4, 4, 6, 2, 3, 6, 2) = 28

24d6 ⇒ (4, 1, 5, 3, 5, 5, 1, 2, 3, 1, 5, 2, 3, 4, 6, 4, 3, 2, 4, 2, 3, 1, 6, 3) = 78 Set 9

Re-roll 1s: 4d6 ⇒ (6, 6, 4, 2) = 18

24d6 ⇒ (3, 4, 2, 4, 5, 3, 2, 2, 4, 6, 3, 3, 2, 3, 3, 4, 2, 6, 2, 1, 5, 5, 2, 3) = 79 Set 10

Re-Roll 1s: 1d6 ⇒ 2

24d6 ⇒ (4, 5, 4, 6, 6, 4, 2, 1, 6, 3, 5, 3, 6, 3, 6, 2, 5, 4, 3, 4, 5, 4, 3, 4) = 98 Set 11

Re-Roll 1s: 1d6 ⇒ 5

24d6 ⇒ (4, 2, 1, 6, 1, 1, 6, 6, 1, 4, 2, 2, 2, 4, 6, 2, 4, 4, 1, 5, 5, 2, 4, 5) = 80 Set 12

Re-Roll 1s: 5d6 ⇒ (4, 2, 2, 2, 5) = 15

Going to go with set 5, dropping the 1, 2, and 4 of the 3s.

This leaves me with:

6,6,6=18
6,6,6= 18
6,6,5= 17
5,5,4= 14
4,4,4= 12
3,3,3= 9

Not heckin bad!!

Edit: Going with Dark Knight/Necromancer.

Seb, are we gonna do gestlat archetypes? There's at least two per class I'm lookin at.


Came up with two more questions:

For those of us who are spellcasters, how do you wanna handle adding new spells? Should we buy them with our starting money? A lot of games I've been in that start up above level 1 give out bonus 'free' spells to add to a spellbook.

Also, since we're now doing full gestalt, how should we handle favored class bonuses? Pick one like normal, or take both? I've been in games that's had either option.


Monkeygod wrote:
For those of us who are spellcasters, how do you wanna handle adding new spells? Should we buy them with our starting money? A lot of games I've been in that start up above level 1 give out bonus 'free' spells to add to a spellbook.

I would be okay using starting money if that's what the GM wants. With FCB, as far as I can tell, it is treating our gestalt class as if it was our primary class, so I'd think we'd be able to choose from either, but again, I'll defer to what the GM wants.

Sovereign Court

There are rules for learning new spells like you would in Pathfinder.


Knight of Rust wrote:
There are rules for learning new spells like you would in Pathfinder.

In FF, casters don't have a spellbook, so there's no cost there.

However, if you adventure and stumble across a cache of scrolls, you can add them all for free. We're starting at level 5, which means we must have done some adventuring to gain the XP necessary, yeah?

Likewise, there's no reason you couldn't be a part of school, guild, House, etc, that gave free or greatly discounted access to spells, either in scroll form or via a spellcaster who teaches you.


So I changed my direction for my submission. I decided to go with a variant of what I was intending to use for the other recruitment. I introduce Vinexa the dancing succubus.

She'll be largely a buffer, battlefield control, and mental manipulation for her skill set. I haven't done equipment yet but I have gotten everything else done.

Sovereign Court

Monkeygod wrote:
Knight of Rust wrote:
There are rules for learning new spells like you would in Pathfinder.

In FF, casters don't have a spellbook, so there's no cost there.

However, if you adventure and stumble across a cache of scrolls, you can add them all for free. We're starting at level 5, which means we must have done some adventuring to gain the XP necessary, yeah?

Likewise, there's no reason you couldn't be a part of school, guild, House, etc, that gave free or greatly discounted access to spells, either in scroll form or via a spellcaster who teaches you.

Fair. If you could get them for free, then absolutely. I was more pointing out that you can add them by buying scrolls, which is where the cost comes.

The Blue Mage can't learn from scrolls, and it specifies that you get extra for free for every level after first because of that. If you can get them through backstory stuff rather than paying for the scrolls, then more power to you.

Tyrant update: I'll have backstory up tomorrow. Crunch will come after.


I too have finished my crunch, although I will maybe wait a bit to do my background until we are further along in the process of recruitment. Things still seem to be in development and I don't want to have to redo it later.

To keep things simple, she is an actress who thrills her fans by actually going on missions and then comes back to make plays about what she experienced. She funds her expeditions by performing these tales, but also from recounting/retelling old explorations in various cities/taverns along the way. She was quite wealthy before, but put a lot of her past funds into the gear she has now to prepare for the "big haul", a dangerous and deadly exploration into the wilds [of what seems like it will be Xen'drik at this point].


Knight of Rust wrote:


Fair. If you could get them for free, then absolutely. I was more pointing out that you can add them by buying scrolls, which is where the cost comes.

The Blue Mage can't learn from scrolls, and it specifies that you get extra for free for every level after first because of that. If you can get them through backstory stuff rather than paying for the scrolls, then more power to you.

Well, yeah, I was asking if there might be a system for that. After all, Necromancers(and other 9th level casters) have access to 3rd level spells at 5th level, and having all 0-3rd level spells known might be a bit much. Even if I could justify it via my backstory...

Some games I've played give bonus spells equal to your casting modifier per level, while others give a static bonus(usually between 2-5 per level).


I'm nearly done with chargen (I really just need to buy gear before the sheet's almost ready to be finalized), and this is some of the basic non-mechanics stuff I'm working with.

Basics:

Name: Sieghart Aetheredge (birth name: Arawn d'Cannith)
Main Class: Gunbreaker
Gestalt: Chocobo Knight (Transporter Archetype)
Race: Hume.

Sieghart is a Cyran refugee, a former agent of House Cannith and an outrider in the Cyran military. After the Day of Mourning left him presumed dead, he abandoned what remained of his unit (though not the specialized elemental weaponry House Cannith had filched from Breland and supplied to his unit) and spent much of the remaining time before the Treaty of Thronehold scouring the Mournlands for survivors and leading refugees to safety.

After settling things in New Cyre, he's made the long journey to Q'Barra with the intention of helping establish a new homeland for the now-displaced Cyrans.

He suffers from a condition where his body can channel magical energy, but not weave it into spell formulae. The spell-like abilities from his Mark of Making and the supernatural powers available to the Gunbreaker are the closest thing to magic he's able to use.

Personality:

A stout-hearted hero-type who's eager to help anyone in need. He calls himself "a man who can't mind his own business," as it's the job of a soldier to stand as a bulwark for the defenseless. He has a casual and carefree demeanor, even among people who think of themselves as his superiors, but his insight and well-honed instincts show he's more keyed into his surroundings than he lets on.

Tactics:

He charges distant enemies from astride his elemental weapon, a machine resembling a motorcycle, before dismounting and fighting on the ground. The bound elemental within the weapon is no less capable of fighting without him riding it, and by working together, they either outmaneuver larger targets before tearing them apart, or run down smaller and more numerous opponents. Against airborne foes, his primary recourse is the Cannith war-wand he used as a sidearm during the war.

Dark Archive

Hey Neurophage!

I like the cut of your jib!

Wanna have a shared background? I think your 'hoping to establish a new homeland' theme would mesh rather well with my 'hoping to establish a new land' kinda thing. I might've even made my pitch about undead servants to you!

It also seems like our personalities are made of the same stuff.


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Monkeygod wrote:
Knight of Rust wrote:


Fair. If you could get them for free, then absolutely. I was more pointing out that you can add them by buying scrolls, which is where the cost comes.

The Blue Mage can't learn from scrolls, and it specifies that you get extra for free for every level after first because of that. If you can get them through backstory stuff rather than paying for the scrolls, then more power to you.

Well, yeah, I was asking if there might be a system for that. After all, Necromancers(and other 9th level casters) have access to 3rd level spells at 5th level, and having all 0-3rd level spells known might be a bit much. Even if I could justify it via my backstory...

Some games I've played give bonus spells equal to your casting modifier per level, while others give a static bonus(usually between 2-5 per level).

IMO it'd be plenty fair if we paid the standard cost to borrow a spellbook to read it from;

1 - 10 gp
2 - 40 gp
3 - 90 gp
4 - 160 gp
5 - 250 gp
6 - 360 gp
7 - 490 gp
8 - 640 gp
9 - 810 gp

The values listed are for buying inks and scribing, which is replaced with 'learning' and is free under these rules, but the important bit is that the rules say that you can normally pay half these values to get to copy someone elses spells, and I think that works well for us. Given that no-one can cast anything higher than 3rd level spells, we'd be able to buy access to spells like this:

1 - 5 gp
2 - 20 gp
3 - 45 gp

This follows normal pathfinder rules pretty closely, and is essentially a nominal cost anyway.

Sovereign Court

Alright! Fluff incoming. Crunch is at 75%.

Name: "Tyrant," formerly Torelo
Species: Gria (equivalent to Dragonborn or Half Dragon, says he's a Kobold if asked.)
Class 1: Blue Mage
Class 2: Dragoner Berserker

Appearance:
Tyrant stands nearly seven feet tall with a barrel chest and heavy footfalls. His scales are predominantly blue, though they range from white, gray, and black spots near his arms and legs. (Similar) Although they're constantly darting to search the surrounding, Tyrant's black eyes are often half closed, making it appear as though he's squinting at everything that has his attention. There are plenty of scars that prevent his scales from growing back correctly, mostly around the arms, and one large scar on the left side of his neck that looked as though it should have been fatal.

Despite him saying he is a Kobold, he is obviously not a kobold.

Backstory:
If you were to ask the Kobolds of the Molto Warren, then Torelo was a product of immaculate conception. Born to the Prophetess seemingly overnight, Torelo’s coming was heralded as an omen of the Draconic Prophecy and a great boon to the Warren. After all, a winged Kobold was something you would only hear of in legends. Despite looking nothing like a Kobold, Tyrant was accepted by all but the most skeptical of believers.

Torelo grew quickly, and he grew large. Initially, the Gix (hunters and soldiers) were the ones in charge of training him. They took the growing warrior out of the warren often to learn to fight and hunt. It did not take long for Torelo to get the hang of tracking and, with his size being far above those of his kobold brethren, often brought home more dangerous game alone that would have taken a team to bring down. As such, Torelo began hunting alone to improve his survival instincts and fighting skills, claiming the Gix that now followed him into battle slowed him down.

It was around this time that the abilities the Prophetess foretold became apparent. On a hunt, Torelo stumbled across a monster much larger and hardier than what he was used to. A bulette. Savage, angry creatures that burrowed through the ground. A foe like that would have no problem coming into the Warren to eat should it so choose. Despite knowing it was likely well above his skill level, Torelo went after the beast. A monster like that would terrorize his home as it pleased, which was something he could not allow.

It was found alarmingly close to his home, sunbathing in the hot summer sun. The bulette was a small specimen, perhaps a child, or a teen, covered in bluish green plates. Torelo knew he would have the drop on it and unfurled his wings to approach from the air. His heart pounded as he drew near his prey, and despite his confidence, Torelo’s first strike failed to make an impactful wound. The creature roared awake, and their fight began earnestly.

As the hunter started taking more and more wounds, the bulette’s impressive armor barely appeared dented. It was during this time that Torelo’s first transformation came about. In his rage over his lack of martial prowess to take this creature down, Torelo’s wings grew, his flesh warped and elongated, and there he stood as an honest-to-goodness dragon. There was not time to wonder what happened, he accepted it, and knew that despite the change he was on the brink of death. Taking to the sky, Torelo led the bulette away from the warren until he was satisfied that it would not turn around and find his home again.

Injured and exhausted from his flight, the dragon form did not last much longer once the danger passed. Torelo made a small shelter and began resting. In the morning, he awoke slightly refreshed, and returned home using his tracking skills to avoid unwanted combat. After speaking with his mother and the chieftain about his experience the kobolds held a feast. The prophecy was coming true! Torelo was removed from the Gix unit and began learning how to properly become an Iejirastrix (priest, prophet, and magic-men) like the Prophetess.

Learning came easily for the young man, and he gathered quite a bit of knowledge. How to speak the languages of the lessers outside of the warren in case of a diplomatic issue, the history of the kobold race and how they came to be where they are today, stories of monsters that roamed the world both near and far, and more. Torelo’s schooling was extensive and this thirst for it was unquenchable. Some of the Ternmolik (farmers, craftsmen, and gatherers) were even instructed to go out and search for books and knowledge to return with. However, with his studies taking over his active role in hunting and protecting territory, Torelo became more violent as his outlet of aggression was taken away from him.

The Prophetess attempted to teach him magic. He understood the theories behind it and could hold quite in-depth conversations about it with her at length, but he found himself unable to cast magic of the Black or White variety. Frustrated, he started looking into lesser known forms of magic. Namely, Blue Magic. Thinking back to that day he fled from the bulette, Torelo decided to himself, “If a mere monster could beat me, then I’ll just have to become more monster than the monster.”

It was this thinking that turned Torelo down his path of savage brutality. The books on Blue Magic were few and far between, especially as far from civilization as they were, but the Ternmolik brought back what they could find. It proved enough, and Torelo became a dragon capable of using the spells of monsters. Despite this change in Torelo’s personality, the kobolds were excited. This was the one who would guide them to glory! A great warlord of the future!

Just as the Prophetess had given up her name after becoming a full-fledged mage of the warren, Torelo was asked to do the same. However, as the hope of the future, they allowed him to come up with his own. It did not take him long. If he were to become a warlord, then he would need a name that would strike fear into the hearts of those who were his first targets, the humans. It was this thought that led him to take the name Tyrant, a word that all humans should understand. Thus, he shed his old name and was born anew.

Time passed quickly for Tyrant as he learned and grew. Months passed, then years, and then the Gix started reporting strange signs that sounded incredibly similar to the markings of a bulette. Tyrant could not contain himself. Giving the Prophetess and chieftain warning, he received leave to go after it. He began tracking.

Tracking a bulette was difficult. Most of its time was spent under the ground and they rarely surfaced except to enjoy the sun and hunt. Knowledge, however, was a form of power. Tyrant had studied the hunting patterns of bulette, and used that knowledge and his own instinct to predict the path it would take. Tracking was slow going, but every time he found signs that he was heading in the right direction his patience renewed. Eventually, after many days of travel, Tyrant was successful in his hunt. Just like before, he found the bulette basking in the sun, full from its latest meal. That blue-green hide shimmered under the light; if it wasn’t the same bulette from before, it was at least related.

No longer was he that scared young man who thought only of protecting his warren. This was a man out to prove to himself that he had grown by leaps and bounds. Picking up a rather hefty rock, Tyrant threw it while approaching the beast. There would be no sneak attacks here, just a fight between two savage monsters.

And that is exactly what happened. Their battle tore up the trees, the ground, and broke apart rocks. Every time Tyrant felt his consciousness slipping, he cast a spell to regain his health and continued his assault on the bulette, fighting with tooth and claw and wings in his dragon form. Just as the bulette’s survival instincts kicked in, realizing that it was no longer the ultimate predator and attempting to flee, Tyrant released a breath weapon the likes of which it had not seen before, surprising even himself. As the dragon reverted into the humanoid form, the bulette breathed its last breath. Tyrant roared into the air with triumph, knowing nothing would dare come after him despite how bloody, bruised, and tired he was. The fight truly tested his limits.

Making camp nearby, Tyrant rested and healed from his battle until his fatigue went away. Every day he would remove the plates from the bulette, tanning the skin and preparing the flesh. There was no need to rush; the quarry was caught, and his trophies were claimed. From his ingenuity and knowledge, he crafted himself some leather armor from the skin of the bulette, putting everything he could into it. Then, he returned home to tell the tale of his glory.

But not all was well at the warren. Returning home, he caught news from the farming Ternmolik that the chieftain and Prophetess had been disposed of. While he was gone, a Yellow Dragon named Chigrité had come with demands that the Kobolds follow it or be destroyed. While many of the kobolds consented to living under the rule of a real, living dragon, those who were close to Tyrant, including his mother, refused, stating they already had a dragon to follow to glory. The Yellow Dragon laughed at this and ended their lives in seconds. The rest of the kobolds quickly fell in line.

As the Ternmolik explained to him what had happened, Tyrant was forced to piece some of the puzzle together on his own. They were not learned workers; they only knew that a dragon had come to nest at their warren. But through clues and questions, Tyrant was able to conclude that he would not be able to fight on par with this dragon as he had the bulette. It was not from fear that he came to this. No, he felt more confident in himself than ever after his most recent hunt. It was the knowledge that he accumulated, the fighting sense he had learned through blow after blow, and the understanding of his own limitations that he realized returning home would send him to his grave.

After inquiring about the safety of the warren and its people, Tyrant was satisfied that the dragon would not bring destruction to his people, and that not much has functionally changed. He mourned the loss of his mother and vowed that he would return some day. There was no place for savage brutality at this moment, for he had knowledge. As he headed towards the human lands to grow as both a fighter and a mage, and to learn firsthand what made them so different from his kind, Tyrant kept two pieces of knowledge close to his heart, right next to the memory of his mother.

One: dragons were powerful, but slow to move and slow to grow.

And two: he, too, was a dragon, albeit one who moved and grew at a much, much faster rate.

Motivation:
Tyrant wants to find and fight monsters and gain new knowledge. Small monsters, large monsters, weak monsters, deadly monsters; it matters not to Tyrant. He knows that there is something to gain from nearly every monster whether it is new experiences or spells. Although he believes humans and other races are below him, he admits that their knowledge of vast topics is impressive. Because of that, he often wants to fight with the strongest and speak with the smartest, kobold or not.

Tactics:
At range, Tyrant will use a longbow and spells, but in a close combat fight he'll use his natural attacks. This starts off with just a Slam attack, but when he takes damage and transforms into a dragon, he'll have access to a breath weapon (60 foot line of Water) as well as a Bite, Claws, and Wing Attacks. He may also retain his Slam, though that is a GM decision. He has a lot of hit points (Barbarian hit points, which is 30 at first level due to Static Hit Points, and Dragon Form adds a hit point per level) and likely won't have too high an AC. When he transforms, he'll Intimidate like Dazzling Display, and he has access to Powerful Manuevers with bonuses to Sundering. All in all, he'll have a pretty brutal fighting style.

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