Birthright: Ruins of Empire (Inactive)

Game Master EltonJ


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Male Human Psion 10/Atlanteologist 10
pad300 wrote:

Ok, if Ilse is taking Mieres, Rannach will be the heir of the wizard Mhistecai.

So how did Ilse seize power in Mieres? If Mhistecai and Arron Vaumel annihilated each other, perhaps Ilse and Rannach seized various pieces of power in the resultant chaos?

Good question. Here's the link to Mhistecai. I think you two can solve it for yourselves.


Kendryl wrote:

In that case, I am happy to have Kendryl be the Prince of Caelcorwynn.

http://cerilia.wikidot.com/caelcorwynn

Some silly questions...

1) Y'all realize that's somebodies kingdom that they created in their own game? The official version : Caelcorwynn
I have no idea whether Elton wants to steal their stuff (adding a new elven kingdom...) and put it in his game.

2) You haven't posted a build for Kendryl, but I've been getting the impression he's a rogue. You realize the biggest part of that domain is sources (and the second is the law holdings) which a rogue wouldn't draw regency from?

3) You realize that it's an elven kingdom, you're going to need a good explanation how you ended up running it if you're not elven...


All true ... but since suddenly we were talking about a whole different part of the world, I just figured I would find something that seemed fun: I would still be perfectly happy with Endier.

That said, the realm as designed in that link is a haven for half-elves, and Kendryl is an elf like the proposed prince, and Kendryl's bloodline is the closest thing to 'True' that this grouphas, so it seemed like a good fit. For sure he is a rogue, that is why we originally discussed him as the replacement for the Count of Endier. He has cat powers for gods sake.

At the end of the day, I don't really care. I want to zero in. So I was accomodating the move into a completely different area of the world map than Elton originally cited: it wasn't meant to be some kind of massive derailment.


Female Elf (Aquatic) Swashbuckler (Okayo Corsair) 1
Quote:
The Seadrake, rearing its ugly head again in the Straits of Aerele to the north, has begun demanding tribute from passing ships and destroying villages on the northern coast of the Straits in Medoere, Diemed, and Brosengae. Strangely, it has been leaving the corsairs of Mieres alone, allowing the Mierese to claim their own bounty.

The part in bold perfectly highlights what I thought - either they know very well how to monitor and avoid the creature, or they have some sort of agreement.

From Ilse's background, her family had already some domain over the islands themselves, and maybe as Mhistecai and Vaumel fought each other, Mieres weakened enough for her to actually become regent for the lands as well (as much as she just loves living in the sea and cares more for the Grand Admiral side of things).


Male Human Psion 10/Atlanteologist 10
Ilse Haecht wrote:
From Ilse's background, her family had already some domain over the islands themselves, and maybe as Mhistecai and Vaumel fought each other, Mieres weakened enough for her to actually become regent for the lands as well (as much as she just loves living in the sea and cares more for the Grand Admiral side of things).

That sounds like a good idea.

Dark Archive

| HP 158/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 1/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

Sari can work more or less wherever so I'm happy to fit in with what everyone else likes since we seem to have some stronger/more specific preferences.


Male Human Psion 10/Atlanteologist 10

Alrighty.


A much more complete version of Rannach, now with domain, familiar and equipment...

Rannach Greenleaves

Description:

5’11” tall and 169 lbs. Pale skinned, clean shaven, with fine eyebrows and shoulder length mahogany hair. Has a prominent roman nose and high cheekbones.

Demeanour:

Stern, aggressive, driven

Background:

Rannach was born in the Sielwode, product of a coupling between an elven lady and a handsome human (a ranger from Aerenwe). He was raised elven fashion in the Sielwode, and believes in the superiority of elven culture, particularly as evidenced by how elven populations don’t impact the flows of mebhaigal in a province…

Rannach has a secret –he pretends, but he’s not really a wizard. Despite both his divine inheritance and his elven blood, he simply did not have the spark of wizardry. Driven by his own divine heritage, he feared that his lack of arcane ability would not let the elves respect him, which led him to a bargain. He made a pact with an entity for witchcraft… (Whatever he made a bargain with, as a power of summer, he suspects whatever is using him is not actually a shadow world entity; it may even be a human god.)

This in turn led him to leave the Sielwode, to apprentice to a human wizard, hoping to pass off the peculiarities of his magic (witchcraft) as elven magic. He sought (and achieved) an apprenticeship with the wizard Mhistecai. He chose Mhistecai as he wanted to get access to Albiele Island (and Mieres seemed the best bet); he had come across the history of the Order of the Celestial Jewels (an elven astronomer cult) during his studies in the Sielwode (and thus he knows the approximate location of the Arghael á Traniesta - Dome of the Stars, which was a major site for the cult).

Mhistecai was happy to have him as an apprentice, as none of her other apprentices were blooded (and thus could not learn true magic).

However, he was not an apprentice to Mhistecai for very long. An unplanned confrontation between Mhistecai and governor Arron Vaumel (and the governors court) ended in mutual destruction by battle magic. Rannach inherited Mhistecai’s domain, while Vaumel’s inheritance fell to a blooded pirate captain, Ilse Haecht.

Stats:

Rannach
N Male Half-Elf (Favored Class: Witch)
Witch 1 ( Season Witch )
Init +3 = +2 (Dex) +1 trait
Speed 30 ft
Low Light Vision

Defense
AC : 13 = 10+2 (dex) + 1 (armor)
HP: 8 = 6+2 Con
Fort +2 = +0 Witch 1+2(Con)
Ref +2 = +0 Witch 1+2(Dex)
Will +2= +2 Witch 1+0 wis
immune to magic sleep effects and get a +2 racial bonus vs enchantment spells and effects.

CMD : 12 =10 +0 (bab) + 2 (dex)

Offense

BAB : +0
Melee:
Ranged:
CMB : = +0 (Bab)-?(str)

Spells Prepared:
L0 (DC 14, 3) : Daze, Guidance, Detect Magic
L1 (DC 15, 1+1): ???

Hexes: Misfortune (Bonus), Slumber (1st), Protective Luck (2nd), Soothsayer (4th) Gift of Consumption (6th), Greater Gift of Consumption (8th)

Stats
Str 10 = 10 (0 pts)
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 18 = 16 (10 pts) +2 racial
Wis 10 = 10 (0 pts)
Cha 14 = 14 (5 pts)

Feats : Skill Focus (Spellcraft) (adaptability), Accursed Hex (1st), Scribe Scroll (3ed), Ritual Hex (5th), Eldritch Researcher (7th),

Traits : Mediator (Social), Finding Haleen (campaign), Narrows Survivor (Regional), Entomophobe (drawback)

Skills (2+4(int)+1 trait /lvl +1 FCB) (Ranks, skill roll. NOT INCLUDING ACP)
Spellcraft +11 = 1 rank +3 trained +4 int+3 skill focus
K Arcana +8 = 1 rank +3 trained +4 int
Diplomacy +10 = 1 rank +3 trained +2 cha+1 trait+3 familiar
Perception +6 = 1 rank +3 trained +2 racial
K Nature +8 = 1 rank +3 trained +4 int
UMD +6 = 1 rank +3 trained +2 cha
Survival +1 = 1 rank
Sense Motive +5 = 1 rank +3 trained+1 trait

Background Skills (2/lvl) (Ranks, skill roll. NOT INCLUDING ACP)
K Geography +8 = 1 rank +3 trained +4 int
K History +8 = 1 rank +3 trained +4 int

Languages : Sidhelien (Elven), Anuirean, Cellwair (Halfling), Karamhul (Dwarven), High Brecht, Basarji

FCB: +1 skill point

Spells Known
L0 : All
L1 (7) : Cure Light Wounds, Mage Armor, Summon Minor Monster, Sleep, Ear Piercing Scream, Ears of the City, Animal Purpose Training

Realm Spells:???

Battle Magic: ???

Class Abilities:

Weapon and Armor Proficiency: Witches are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.

Spells: A witch casts arcane spells drawn from the witch spell list. A witch must choose and prepare her spells ahead of time.
To learn or cast a spell, a witch must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a witch's spell is 10 + the spell level + the witch's Intelligence modifier.
A witch can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 2–10. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cantrips: Witches can prepare a number of cantrips, or 0-level spells, each day, as noted on Table 2–10 under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Cantrips prepared using other spell slots, due to metamagic feats for example, are expended normally.

Hex: Witches learn a number of magic tricks, called hexes, that grant them powers or weaken foes. At 1st level, a witch gains one hex of her choice. She gains an additional hex at 2nd level and for every 2 levels attained after 2nd level, as noted on Table 2–10. A witch cannot select an individual hex more than once.
Unless otherwise noted, using a hex is a standard action that does not provoke an attack of opportunity. The save to resist a hex is equal to 10 + 1/2 the witch's level + the witch's Intelligence modifier.

Witch's Familiar (Ex): At 1st level, a witch forms a close bond with a familiar, a creature that teaches her magic and helps to guide her along her path. Familiars also aid a witch by granting her skill bonuses, additional spells, and help with some types of magic. This functions like the wizard's arcane bond class feature, except as noted in the Witch's Familiar section.
A witch must commune with her familiar each day to prepare her spells. Familiars store all of the spells that a witch knows, and a witch cannot prepare a spell that is not stored by her familiar. A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).

Patron Spells: At 1st level, when a witch gains her familiar, she must also select a patron. This patron is a vague and mysterious force, granting the witch power for reasons that she might not entirely understand. While these forces need not be named, they typically hold influence over one of the following forces. At 2nd level, and every two levels thereafter, a witch's patron adds new spells to a witch's list of spells known. These spells are also automatically added to the list of spells stored by the familiar. The spells gained depend upon the patron chosen. Each patron is listed by its theme. Its actual name is up to the GM and the witch to decide.

Season of the Witch (Su): A season witch observes the cycles of life through symbolic festivals and the very real passage of time. Their covens celebrate the seasons and their impact on magic. These seasonal cycles alter their magic and mind-set, focusing their spells and hexes on a predominant energy type and philosophy.
A season witch makes a commitment to embody the sacred symbolism of a season year round, and learns her spells through communion with nature, divining secrets from shapes in the clouds or the play of leaves on the wind. At 1st level, a season witch chooses the season that defines her abilities as her patron; this choice also provides her certain benefits.
A summer witch has dominion over growth, the harvest, and toil. The save DCs of her spells that deal fire damage increase by 1. At 1st level, she gains misfortune hex as a bonus hex.
This alters patron and the hex gained at 1st level.

Race Abilities:

+2 to One Ability Score (INT): Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven Anuirean and Sidhelien. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Bloodline:

Minor Bloodline of Anduiras
Bloodscore: 18
Strength 1-10: No ability
Strength 11-19: Animal Affinity (Major) (Lions)

Equipment:

Weapons (12 gp): Longspear (5 gp), Spiked Gauntlet (5 gp), Dagger (2 gp)

Armor (3 gp): Haramaki (3 gp)

Equipment (31.41 gp): Explorer’s outfit, heavy cloak (1 sp), wide brim hat (2 sp), bedroll (1sp), blanket(5sp), hammock (1sp), 50 ft hemp rope (1gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp),

133 gp

Familiar:

Sweetsong
Familiar (Sage)
Thrush

N Diminutive animal
Init +2; Senses low-light vision; Perception +5
Speed 10 ft., fly 40 ft. (average)
AC 16, touch 16, flat-footed 14 (+2 Dex, +4 size)
Hp 33
Fort +0, Ref +4, Will +2
Str 1, Dex 15, Con 6, Int 6, Wis 15, Cha 6
Base Atk +0; CMB +1; CMD ???
Feats Skill Focus (Perception)
Skills Fly +12
1 additional ranks (1*2-2int, min 1)
Perception +9 (1 rank +3 trained+2 wis+3 Skill Focus)

Special Abilities

Share Spells: The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).
Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.
Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.
Sage Skills: A sage treats all Knowledge skills as class skills.
Dazzling Intellect (Ex): A sage’s Intelligence score is always equal to 5 + its master’s class level, but it gains natural armor increases as if its master’s class level were half what of the actual class level. This alters the familiar’s Intelligence score and natural armor adjustment.
Sage’s Knowledge (Ex): A sage stores information on every topic and is happy to lecture its master on the finer points of a subject. A sage can attempt all Knowledge checks untrained and gains a bonus on Knowledge checks equal to half its master’s class level. Additionally, a sage gains 2 skill ranks each time its master gains a class level. Its maximum number of ranks in any given skill is equal to its master’s class level. This replaces alertness and the familiar’s ability to share its master’s skill ranks.

Domain:

Ruler:Rannach Greenleaves
Alignment:Neutral
Capital:nonePopulation:under 100
Government:Magiocratic Monarchy
Religions:None
Imports:information, gold
Exports:rumors, arcane might
RP Income:18
Regency:54
Treasury: ???
Armies:none
Fortifications:none
Capital: Mhistecai Tower (Province of Serien, Mieres)
Court:

Holdings:
Source (0), Province of Brenlie(3/4), Mieres
Source (3), Province of Crenier(2/5), Mieres
Source (0), Province of Dhalier(1/6), Mieres
Source (3), Province of Ghaele(2/3), Mieres
Source (4), Province of Lathier (3/4), Mieres
Source (5), Province of Mielen (2/5), Mieres
Source (3), Province of Seaward (4/3), Mieres
Source (0), Province of Serien (4/3), Mieres

I haven't selected a magic item from the realm treasury yet, and questions for Elton:

What, if anything, has Mhistecai left me by way of realm magic, battle magic, and maybe a treasury?


Male Human Psion 10/Atlanteologist 10

You start with 1d4 Realm Spells, some of these are from Mhistecai's own spell book, as for battle magic: you have 1d6 spells, and you get a treasury of 7 gold bars.


Realm Spells: 1d4 ⇒ 3

Battle Magic: 1d6 ⇒ 1


Realm Spells: Alchemy, Subversion, Scry Province

Battle Magic: Charm Unit


Male Human Psion 10/Atlanteologist 10

Gotcha.


I guess this is dead.


Male Human Psion 10/Atlanteologist 10

Yeah.

Dark Archive

| HP 158/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 1/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

I think the problem is that most of us haven't played the system before so we really need(ed) some more guidance in terms of where we should be picking/playing etc. There's a lot of rules and I honestly don't understand them all, especially since we're moving it to PF so I was really hoping that EltonJ would say "right, you're starting here. These are your resources and here is an initial plot-hook."

Without that, and with a bunch of newbies, it's always hard to get started. And losing as many people as we seem to hasn't helped!


Male Human Psion 10/Atlanteologist 10

I see. Well, a domain is something you control. You choose one of the domains on the southern coast. After we get domains figured out, we can do an adventure.

Just pick one you like.

Dark Archive

| HP 158/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 1/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

But I have no idea about anything about any of them apart from the name! That's the issue. I was hoping that someone with more experience with me would make the initial choice and I could go from there. Unfortunately we don't seem to have our designated ruler so...


Sariana Nightsong wrote:
But I have no idea about anything about any of them apart from the name! That's the issue. I was hoping that someone with more experience with me would make the initial choice and I could go from there. Unfortunately we don't seem to have our designated ruler so...


Yes, a lot of what seems missing is the cohesion of theme and execution, I would agree. If we had that, it would help. But there's a lot we can do even without it, and GM Elton's style tends to maximize player driven execution.

A long time ago, I proposed that Kendryl would be Count of Endier, a very small realm based on a guild ENDIER
If in fact we went that route, Kendryl would want allies nearby, and an archeologist bard might be a very good head of the Points East Trading Guild in Elinie Points East

Just some thoughts I had, hope that helps a little. TBH, just clicking around the Atlas section of Birthright.net and looking at the Heartlands and Southern Coast of Anuire could also help. Any questions, just ask :)


Hi mates,

Posting it on all my games - unfortunately I will have to take a hiatus due to some complications at work. I'll be extra busy for the next 6 to 8 weeks, and instead of limiting myself to a single post or two per week, I will instead just fully take a break from the forums and some other activities.

My profound apologies to GMs and my fellow players, as well as the players from the games I host. This came today a little out of nowhere (talk about mondays) as a push for the last quarter of the year. Please, feel free to bot my characters, replace if I can be waited, whatever you see fit. I hope we get the chance to play again in the future no matter what!

Always wishing you have the most fun,

Lapyd

Dark Archive

| HP 158/158 | AC:29 | Fo:+19 Re:+19 Wi:+20+ | Ath +17, Acr +18, Dec +18, Itm +15, Med +15, Perc +17 | Fangs/Fists +20 2d8+7+d6 bleed | Ki 3/3, HeP: 2/3, Haste 1/1, Gas 1/1 | Active Conditions: stoneskin, spirit link, heroism

@Eltonj.

Thank you for offering to run the game but since it seems that this one is dead for the foreseeable future, could you please mark me as inactive?

Thank you and happy gaming to you all.

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