Iz-dubar |
Hello all! Brvheart, thanks for the selection! Looking forward to this! If you feel it is needed I can rebuild into something more martial a full bab class or whatever.
Iz-dubar |
Thanks for putting my PC into hero lab. Everything appears fine except hero lab couldn’t/didn’t calculate this:
FYI, all clerics and cleric types of Mitra are LG. They are poor and start with 10% less gold, but gain a +1 bonus to all of their attacks and defenses (+1 Divine bonus to Atk/Dam/AC/Saves) while in the area of the module. There will be additional benefits later.
With this adjustment every thing else is fine except my gold even after the minus 10%. Math was never my strong suit. I will use the hero lab data in my alias with the above adjustments.
Sigrid the Nimble |
lol an AI written/invented description
Certainly! Let's describe the appearance of Sigrid the Nimble:
Sigrid is a tall, slender woman with fair skin, freckled cheeks, and a long braid of golden hair that reaches down to her waist. She has sharp blue eyes that seem to always be focused on a distant point, and a determined set to her jaw. Despite her poor charisma, she carries herself with grace and confidence, the result of years of combat training and devotion to the goddess Freya.
Sigrid's clothing is a reflection of her dedication to the goddess and her role as a warpriest. She wears a suit of leather armor, carefully crafted to allow for maximum mobility and flexibility in combat. Over the armor, she wears a long green cloak, embroidered with golden runes and symbols of Freya, that billows dramatically behind her as she moves. She carries a longbow, her preferred weapon, on her back, the string of which is always kept taut and ready to fire.
In battle, Sigrid is a fearsome sight, launching arrows with lightning speed and deadly accuracy. Despite her lean build, she is incredibly strong and nimble, able to dodge and weave through enemy ranks with ease. Her devotion to Freya gives her the strength and courage to face any challenge, and her followers look to her as a symbol of the goddess's love, beauty, and strength.
Ratel Dier |
so just checking to see if I log in here if it will let me dot...
All, right, we're in, Thanks for the invite Brv Glad to be playing with you all.
I've got Ratel's crunch done, looking at skills and the gear. I'll have his crunch done before lunch and get a little fluff done by this afternoon.
Ratel Dier |
I had trouble dotting as well, after I posted here and in recruitment with Ratel, it let me post. But I noticed you'd already done both of those so I didn't say anything...
Ratel Dier |
Hey Sigrid, you may want to check with Brv about the belt of Dex. When I asked him about the spending amount he said:
Let's say 20% for now. I mean each section is supposed to be 25%.
which would be 3,200 gp. max. on one item.
Ratel Dier |
um, sorry? I was just looking at the cost of stuff and remembered you had the belt. He might be nice and let you keep it?
Ratel Dier |
Depends what you want to do?
Brv, I've got Ratel's crunch done, except for the math on his 'Divine Mount.'
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse...This mount functions as a druid’s animal companion, using the paladin’s level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
So take a 'heavy horse' and add the 6th lvl number from the Animal Companion Base Statistics table?
Is the animal combat trained? It also says:
Once per day, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin’s level. The mount immediately appears adjacent to the paladin.
But it doesn't tell what sort of spell, is there a time duration other than the twenty four hours of a day?
brvheart |
Freya is a lesser goddess of love and fertility. She is also the leader of a great band of women warriors known on some planes of existence as Valkyries. Freya represents fertility in all its forms. On this plane, Freya represents the cycle of death and rebirth. She is a goddess of the coming harvest as well as a goddess of sexuality and procreation. With a 7 chr she is an outcast. I gave her a rapier.
brvheart |
Yes, it would be as an animal companion. Not sure what you are going to do with it though while you are in the dungeon. I did mention this is a dungeon crawl? It's only basically four levels so nothing like RA in scope.
You will all need horses to get there and back though and they have to eat. It is the desert.
Ratel Dier |
Right, that's why I thought a magical beast he can summon and dismiss would be useful. And appropriate for someone who did a lot of travel.
brvheart |
Iz-dubar rnd: 1d4 ⇒ 4
Sigrid the Nimble rnd: 1d4 ⇒ 1
Ratel Dier rnd: 1d4 ⇒ 4
lol. The comment about the dungeon having 4 levels is from a rumor you have heard Sigrid. Nothing for the other two, 4's are 0.
Ratel Dier |
Since Ratel is basically riding the Divine mount to the nondisclosed number of levels of dungeon and dismissing it until they leave, do I need to stat it out?
brvheart |
Everyone but the paladin needs to buy a horse, riding kit and at least 3 weeks of feed. No need to stat out your Paladin's warhorse. You will all probably be caravan guards for most of the trip.
brvheart |
@Ratel
Ratel Dier
Human paladin (warrior of the holy light) 6 (Pathfinder RPG Advanced Player's Guide 118)
LG Medium humanoid (human)
Init +1; Senses Perception +6
Aura courage (10 ft.), power of faith
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 15 (+3 armor, +1 deflection, +1 Dex, +1 natural)
hp 73 (6d10+24)
Fort +10, Ref +7, Will +9
Immune disease, fear
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +11/+6 (1d8+5/19-20) or
dagger +10/+5 (1d4+4/19-20) or
mwk cold iron bardiche +11/+6 (1d10+6/19-20) or
mwk silver warhammer +11/+6 (1d8+4/×3)
Ranged sling +7 (1d4+4)
Space 5 ft.; Reach 5 ft. (10 ft. with masterwork cold iron bardiche)
Special Attacks channel positive energy 3/day (DC 16, 3d6), smite evil 2/day (+3 attack and AC, +6 damage)
Paladin Spell-Like Abilities (CL 6th; concentration +9)
At will—detect evil
--------------------
Statistics
--------------------
Str 18, Dex 13, Con 14, Int 10, Wis 10, Cha 16
Base Atk +6; CMB +10; CMD 22
Feats Additional Traits, Combat Reflexes, Power Attack, Toughness
Traits deft dodger, indomitable faith, scholar of ruins
Skills Acrobatics -2 (-6 to jump), Diplomacy +8 (+10 vs. people from chosen country), Handle Animal +8, Intimidate +3 (+5 vs. people from chosen country), Knowledge (dungeoneering) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Knowledge (nobility) +4 (+4 vs. forbidden lore, +4 vs. non-forbidden lore), Knowledge (religion) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Perception +6, Ride +3
Languages Common
SQ divine bond (mount), forbidden lore (0 lore; +0/+0), insanity points (0; effective Wis 10/10), lay on hands 7/day (3d6), mercies (diseased, sickened)
Other Gear +1 full plate, mwk parade armor[UE], +1 heavy steel shield, +1 longsword, , dagger, mwk cold iron bardiche[APG], mwk silver warhammer, sling, sling bullets (10), amulet of natural armor +1, handy haversack, ring of protection +1, bedroll, belt pouch, bit and bridle, blanket[APG], blanket[APG], crowbar, dandy brush, feed (per day) (22), flint and steel, grappling hook, hemp rope (50 ft.), pot, riding saddle, saddlebags, soap, torch (10), trail rations (10), waterskin, whetstone, heavy horse (combat trained), 1,429 gp, 1 sp, 7 cp
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Forbidden Lore (0 lore; +0/+0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Lay on Hands (3d6 hit points, 7/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mercy (Diseased) (Su) When you use your lay on hands ability, it also removes disease, as per the remove disease spell at a caster level of your Paladin level.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Paladin Channel Positive Energy 3d6 (3/day, DC 16) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Power of Faith (30', +1) (Su) At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spell
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (2/day) (Su) +3 to hit, +6 to damage, +3 deflection bonus to AC when used.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
cannot use trait eyes and ears of the city. It requires you worshipping Abadar.
brvheart |
@Thoron Best I can do:
Thoron Palehorn
Dwarf cleric of Freya 6
LG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 22, touch 11, flat-footed 22 (+8 armor, +1 deflection, +3 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 longsword +7 (1d8+3/19-20) or
+1 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], prayer, remove blindness/deafness, water breathing
2nd—aid, cure moderate wounds[D], remove paralysis, lesser restoration, shield other
1st—bless, cure light wounds[D], endure elements, remove fear, shield of faith
0 (at will)—light, purify food and drink (DC 14), read magic, stabilize
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Athletic, Combat Casting, Selective Channeling, Toughness
Traits ease of faith, tunnel fighter
Skills Acrobatics -6 (-10 to jump), Appraise +5 (+7 to assess nonmagical metals or gemstones), Climb -2, Diplomacy +3, Heal +9, Knowledge (dungeoneering) +1 (+1 vs. forbidden lore, +1 vs. non-forbidden lore), Knowledge (engineering) +1 (+1 vs. forbidden lore, +1 vs. non-forbidden lore), Knowledge (local) +1 (+1 vs. forbidden lore, +1 vs. non-forbidden lore), Knowledge (religion) +6 (+6 vs. forbidden lore, +6 vs. non-forbidden lore), Perception +4 (+6 to notice unusual stonework), Spellcraft +4, Swim -2, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ forbidden lore (0 lore; +0/+0), healer's blessing, insanity points (0; effective Wis 18/18)
Combat Gear wand of cure light wounds, caltrops, healer's kit, oil (4); Other Gear +2 chainmail, +1 holy reliquary heavy steel shield, +1 longsword, +1 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, bit and bridle, blanket[APG], blanket[APG], dwarven trail rations[UE] (14), flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), saw[APG], silk rope (50 ft.), soap, waterskin, light horse (combat trained), feed (per day), riding saddle, saddlebags, 633 gp, 3 sp, 5 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Forbidden Lore (0 lore; +0/+0) Knowing lore grants bonuses on lore related knowledge checks but penalties on others.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Insanity Points Insanity points lower Wisdom for skills and ability checks, but raise it for everything else.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Selective Channeling Exclude targets from the area of your Channel Energy.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
You only used 23 character points so I gave him a 14 Str
brvheart |
@Ratel It is a Paladin's warhorse. I would give you 8 hrs of riding, etc per day and yes combat trained of course. They are the ultimate horse for riding.
Ratel Dier |
@Ratel It is a Paladin's warhorse. I would give you 8 hrs of riding, etc per day and yes combat trained of course. They are the ultimate horse for riding.
Cool.
A note on the armor, he wears the 'parade armor' like a uniform. Most of the time in the field he has the plate armor on. Would he be able to carry the plate armor in the 'handy haversack' when he's not wearing it?
cannot use trait eyes and ears of the city. It requires you worshipping Abadar.
Ok, but I really hate the idea of having a low perception check especially since we cannot take '10' or '20' on rolls.
what is the nearest jungle area? I will place his fathers demesne there and take:
Regional Traits Veteran Jungle Guide Benefit: You gain a +1 trait bonus on Perception checks, and a +1 trait bonus on Survival checks in jungle terrain. One of these skills becomes a class skill for you.
brvheart |
There is no jungle within 5000 miles of here. I know it is crazy, but the map scale is 1 hex is 50 miles. Blame Rob Conley for that one.
Source: Pathfinder Player Companion: Dragon Empires Primer
Stick to APG traits please or at least something I have!!!
In order to use this trait you must be from the Dragon Empires in Golarian, meaning you are Asian. I don't have Asian characters in my campaign, sorry European or Middle Eastern only.
Sorry paladins do not get perception as a class skill. Not their forte. You have been playing in my online campaign for 10 years, why should not taking 10 or 20 be a surprise?
brvheart |
Handy Haversack
A backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. Plate armor is bigger than that. Would need to haul it on the back of your horse.
Ratel Dier |
OH well, those are the only two traits that allow perception other than campain traits and race traits.
The extra skills, specifically perception, was the only reason I took 'Additional traits.' I will drop the two 'skill' traits and keep the two that bump saves. I will exchange the 'additional traits' feat for the 'dodge' feat. I will move the 'dungeoneering knowledge skills to nobility and the perception skills to sense motive and diplomacy.
Sadly, this means I will be keeping Ratel behind the rogue, or whoever is out front searching for traps.
Wasn't sure if the plate armor would layer in 8 square ft or not, he will just wear it all the time except when he's sleeping and sleep in the 'parade armor.'
Iz-dubar |
@ Ratel there is:
Seeker
Source Ultimate Campaign pg. 61
Category Basic (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Ratel Dier |
@ Ratel there is:
Seeker
Source Ultimate Campaign pg. 61
Category Basic (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Very curious, Thanks Iz-dubar, the guide I was looking through did not have it. The other traits were from Pathfinder Roleplaying Game: Ultimate Campaign as well.
Brv you ok with the Seeker trait?
"Slim" Jim |
Hello folks, checking in!
Thoron Palehorn |
Ok, here's my updated character sheet. I gave myself a combat trained pony instead of a horse.
Let me know if I need to change things.
Unnamed Hero
No race
Medium
Init +0; Senses Perception +0
--------------------
Defense
--------------------
AC 10, touch 10, flat-footed 10
hp 0 ()
Fort +0, Ref +0, Will +0
--------------------
Offense
--------------------
Speed 30 ft.
--------------------
Statistics
--------------------
Str 10, Dex 10, Con 10, Int 10, Wis 10, Cha 10
Base Atk +0; CMB +0; CMD 10 (can't be tripped)
Languages Common
--------------------
Special Abilities
--------------------
--------------------
Thoron
Male dwarf cleric of Freya 6
NG Medium humanoid (dwarf)
Init +0 (+2 while underground); Senses darkvision 60 ft.; Perception +4 (+6 to notice unusual stonework)
--------------------
Defense
--------------------
AC 23, touch 11, flat-footed 23 (+9 armor, +1 deflection, +3 shield)
hp 57 (6d8+24)
Fort +8, Ref +3, Will +10; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 longsword +7 (1d8+3/19-20) or
+1 warhammer +7 (1d8+3/×3)
Ranged light crossbow +4 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 15, 3d6 [+6 vs. undead]), hatred, sun's blessing
Domain Spell-Like Abilities (CL 6th; concentration +10)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 6th; concentration +10)
3rd—cure serious wounds[D], dispel magic, prayer, remove blindness/deafness
2nd—aid, bear's endurance, cure moderate wounds[D], remove paralysis, lesser restoration
1st—cure light wounds[D], cure light wounds, protection from evil (2), shield of faith
0 (at will)—detect poison, detect poison, light, read magic
D Domain spell; Domains Healing, Sun
--------------------
Statistics
--------------------
Str 14, Dex 10, Con 15, Int 10, Wis 18, Cha 14
Base Atk +4; CMB +6; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Athletic, Combat Casting, Toughness
Traits ease of faith, tunnel fighter
Skills Acrobatics -5 (-9 to jump), Appraise +4 (+6 to assess nonmagical metals or gemstones), Climb -1, Diplomacy +3, Heal +8, Knowledge (dungeoneering) +1, Knowledge (engineering) +2, Knowledge (local) +1, Knowledge (religion) +6, Linguistics +4, Perception +4 (+6 to notice unusual stonework), Spellcraft +4, Swim -1, Use Magic Device +3; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ healer's blessing
Combat Gear wand of cure light wounds, caltrops, healer's kit, oil (3); Other Gear +3 chainmail, +1 heavy steel shield, +1 longsword, +1 warhammer, crossbow bolts (20), light crossbow, cloak of resistance +1, handy haversack, ring of protection +1, bedroll, belt pouch, belt pouch, everburning torch, flint and steel, grappling hook, hammer, ink, inkpen, paper (6), piton (6), sack, silk rope (50 ft.), silver holy symbol, trail rations (14), waterskin, winter blanket, pony (combat trained), feed (per day), 632 gp, 6 sp, 5 cp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 3d6 (5/day, DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Healing) Granted Powers: Your touch staves off pain and death, and your healing magic is particularly vital and potent.
Cleric Domain (Sun) Granted Powers: You see truth in the pure and burning light of the sun, and can call upon its blessing or wrath to work great deeds.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Healer's Blessing (Su) Your cure spells are empowered for free.
Rebuke Death (7/day) (Sp) As a standard action, touch heals 1d4+3 dam to negative HP target.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Sun's Blessing (Su) +6 to channel damage vs. undead and they don't get channel resistance.
--------------------
Spell Save DC 14+Caster Level -6
VS S.R +6
Conc Check +10
Melee Touch +5
Range Touch +4
--------------------
Pony (combat trained) CR –
Pony horse (Pathfinder RPG Bestiary 177)
N Medium animal
Init +1; Senses low-light vision, scent; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 13 (2d8+4)
Fort +5, Ref +4, Will +0
--------------------
Offense
--------------------
Speed 40 ft. (30 ft. in armor)
Melee 2 hooves +2 (1d3+1)
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 14, Int 2, Wis 11, Cha 4
Base Atk +1; CMB +2; CMD 13 (17 vs. trip)
Feats Endurance, Run[B]
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel
Skills Acrobatics -2 (+2 to jump with a running start), Perception +5
SQ combat riding
Other Gear feed (per day) (14)
--------------------
Special Abilities
--------------------
Combat Riding [Trick] The animal has been trained to bear a rider into combat.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Run Run 5x your speed in light/medium armor or 4x speed in heavy armor and keep Dex when running.
Scent (Ex) Detect opponents within 15+ ft. by sense of smell.
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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
brvheart |
brvheart |
Cirilla rnd: 1d4 ⇒ 2
rnd: 1d20 ⇒ 13
rogue rnd: 1d4 ⇒ 2
rnd: 1d20 ⇒ 1
rnd: 1d20 ⇒ 18
of Mitra's Tower.
brvheart |
@ Slim Jim The " messes up formatting, lol. Combat Reflexes is a bonus feat, so you can still have great fort. Also, you have 2 skill points remaining by my count. I show you over 7.5 lbs even without your money. It has to be carried somehow. If you buy a handy haversack it will take care of the problem.
brvheart |
Ok, we have five players done and the wizard about ready. She and the rogue can catch up with the game when he is ready. Let's roll!!!
On to gameplay.
Ratel Dier |
Iz-dubar wrote:@ Ratel there is:
Seeker
Source Ultimate Campaign pg. 61
Category Basic (Social)
You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.
Very curious, Thanks Iz-dubar, the guide I was looking through did not have it. The other traits were from Pathfinder Roleplaying Game: Ultimate Campaign as well.
Brv you ok with the Seeker trait?
Brv, you ok with the Seeker trait? If so I'll switch him back, if not I'll keep dodge and just two traits.
Ratel Dier |
whatever
Whatever? Dude, have you had some coffee yet?
I've basically got the backstory done, the idea is his father is a minor nobleman, his older brother will inherit title and land. He was expected to join the clergy. Which he has.
But I'm trying to find a starting country, would it be ok if 'Father' is a minor noble of Viridistan, who owns a small estate on the outer edge of the city/state territory?
I'll get a post up once I get back from the grocery store.
brvheart |
[quote=
Ratel Dier]Dude, have you had some coffee yet?....Viridistan
At 8 am? And Viridistan? This is not the Wilderlands. This is the Lost Lands. No Viridistan here. How about
BASTUS, CITY OF
Ruler: Principal Administrator Nabila-e-qamat
Government: bureaucracy
Population: 41,214 (mostly Khemitite)
Bastus is in Lower Khemit, on the easternmost branch of the Stygian
delta. It is a thriving trading center, an important stop for caravans
headed to or from the area of Tahmakht, and was the capital of Khemit
in the 30th Dynasty. It is also near the beginning of the Canal of the
Pharaohs, which runs from the Stygian to Lake Trophimus and then to
the Gulf of Mafket, where it connects to the Ruby Sea. This increases
the amount of trade in Bastus as boats from the south transship their
goods for transit through the canal to the sea, and vice versa.
The feature most visitors to Bastus notice immediately is the multitude
of cats wandering the streets, unmolested except for the occasional swat
with a straw broom. The reason, of course, is that the city is the high
seat of the temple of Bast, goddess of beauty and cats. While not the
only temple in the city, that of Bast is the largest and by far the most
beautiful. Canals run from the river along each side of the approach to
the entrance and then around the temple and on through the city. Some
cats are specifi cally raised within the temple grounds but all cats are
welcomed there. The annual festival to Bast is one of the most popular
in the country and draws hundreds of thousands of people to the city.
The necropolis outside the city includes an area for cat burials, which at this point is larger than the area for burying people.
brvheart |
KHEMIT, TRIPLE KINGDOM OF
Capital: Thybos
Notable Settlements: many
Ruler: Pharaoh Tuthmosis IX, third ruler of the 39th
(Wahibren) Dynasty
Government: monarchy and bureaucracy
Population: 5,816,434 (5,618,146 Khemitite, about 150,000
Desertfolk, 48,288 other human ethnicity)
Monstrous: kobolds, dwarves (mountains), gnolls, ommoths,
sand krakens, sphinxes (desert)
Languages: Khemitian
Religion: Pharaonic pantheon
Resources: crops, beer, wine, olive oil, gold, silver, copper, iron,
salt, alum, natron, knowledge, history, sandstone, limestone,
marble, granite, porphyry, semi-precious gems, antiquities, trade
Currency: Khemitian
Technology Level: High Middle Ages (metropolises), Dark
Ages (other cities), Iron Age (rural areas)
The Triple Kingdom of Khemit is one of the oldest human countries,
having been in continuous existence for over 5,000 years. It lies in the
northeastern corner of the southern half of the continent of Libynos,
where the two parts of the continent meet, with the Ruby Sea to the east
and the Kingdom of Guurzan to its west. The majority of the country is
desert, with ranges of hills and a central river (the Stygian) that waters a large part of the country in its annual fl oods. Khemit considers itself to be three kingdoms joined together; hence the term triple kingdom. Upper Khemit, which is farthest upstream on the Stygian River, is in the south; its capital is Elephantine. The Middle Kingdom (or Middle Khemit) is the central portion of the country and has its capital at Thybos, which is also the current royal capital. Lower Khemit (or the Lower Kingdom) is the farthest north, in the area where the Stygian fans out into a delta and then flows into the Sea of Baal. Its capital is at Menefet, one of the largest cities in the world.