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Male Troll Lvl 1
![]() :D hah Banner House Motto "Death is swift". Now I need to see how to spend that stuff or GM will take care of that? Otherwise I can shape it during gameplay and give overview of it. Master of the Hunt seems to be on the list (Since Brydan would need it for his roleplaying) but it does also fit the whole concept I have in mind for the House. I do envision Marcus gaining control of the Banner House just recently and being reason for the "Infrastructure" event as his predecessor was the cause for the twice Decline. This basically could explain, why his Influence is so low (just gained the position as lord), Law & Wealth is low (due to Predecessor ruining it) plus Population being not so high. Marcus has been basically getting troops and stuff up and getting something done but its not enough and the place is in a bad shape :P Plus him being ambitious... kjeh kjeh ![]()
Male Troll Lvl 1
![]() Final rolls to get finalized status for the Banner House Defense: 17
ooooooooh boy. This will be a fun Banner House. It got power but everything else kinda goes doooown, dooown the sewer heh. I guess its time to Power move through my lands and purge some banditry EDIT: Holy Hell, the Banner house has actually more power than the main house, which is quite interesting ![]()
Male Troll Lvl 1
![]() Yah. Didnt want to hold us back and just try to get things rolling as fast as possible from my side. I can understand how it feels when people have to wait for that one thing / person for something to happen. Idea of the Logo / Heraldry: Three white trees on a black color, surrounding sword and two red dots under the sword ![]()
Male Troll Lvl 1
![]() eh, really? o.o Why did I not see it... hmm strange but yah. I will definetely take those. Well, like I said with Historical events, I guess its more of GM thing, but I can give it a try at least Blackfyre Rebellion Age: 1d6 - 1 ⇒ (5) - 1 = 4 .... and 4. Well, GM decides in the end Might as well throw rest of my rolls in just to see what I could get Historical Event 1: 3d6 ⇒ (3, 4, 6) = 13
aaaand that does not look good at all hah ![]()
Male Troll Lvl 1
![]() Ah, you are correct! It is indeed 6 instead of 5 so... huoh, lets roll again then. Plus since the house is quite new, lets also see the amount of historical events (which should only be 1 or 2 at max). I guess its better if GM rolls Historical event and possible events for me. Defense: 5d6 ⇒ (6, 2, 2, 2, 2) = 14
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Male Troll Lvl 1
![]() :D heh So if I take control over banner house, need to do some rolling for it then. Plus sure Jing, will get Master of the Hunt at least there. Need to see though what I keep rolling for it so... DICE Gods, here we go again Defense: 5d5 ⇒ (1, 4, 3, 5, 2) = 15
and.... holy macaroni, what would I expect from relatively new Banner House, absolutely shocking low but well, we can manage it somehow heh :P Just need to play around but seems to fit everything so far if it just started out. Waiting just GM input on this ![]()
Male Troll Lvl 1
![]() hm, when is our planned starting date? It seems like we are starting to come along quite nicely and shaping up. So far only thing we need to do is finalize our House and Land location plus Weyland finds the character, he likes to play (no need to rush with the design. Take your time from my part) Just interested to know ![]()
Male Troll Lvl 1
![]() Defense: 20
Most likely we will want to have that something like this but of course just my opinion Defense: Hall (20 points) although considering the history of House and its age Small Castle would have been better, but unfortunately DICE Gods are cruel some times Influence: 20 influence saved due to no need to spend for Lord spot so lets see what we get with this. Lands: I would prefer here a bit spread for multiple reasons -> to have wide spread of options to the future plus as well trying to maximise our gain of wealth or just roleplaying for later (here I am min-maxing a bit) Forest for wood & timber, mountains or hills for mining, sea for fishing & trading,. 1) Domain: Plains + Hammlet + Coast (18) with our Hall
Total Cost of 41 Lands. Would allow us to to nicely expand later to a lot of things as well geographically makes us place somewhere near Oldtown (maybe between *Blackcrown* & *Bandallon*) Power: Having a lot power and considering the age of House, 1 Banner House is at least a must, imho. (20) Trained Infantry (7) & Green Archers (4) + Green Sailors (5) + Green Scouts (3) (All together 19) **This leaves us with +1 Power (which we could use later for Peasant levies if needed) Wealth: Maester (10) + Port (10) (due to us having Coast & Green Sailors) + Marketplace (10) (30 so far spent) this leaves us with 5 Wealth (Selfish request / Advancing my own character interest -> Get Godswood for 5 wealth :)) or might also take a look what other stuff we can get with 5 wealth or save it for later use ![]()
Male Troll Lvl 1
![]() I guess I will be rolling with Marcus again but will be changing him a bit :P I guess I will get him to be fully northren as well tweaking some of his skills around. Might push him more towards getting his own house or person, who strives for power (I admit though, I liked him being akin to general to house naelareon and striving to improve it as well being loyal) And that being said.... LET DICE ROLLS!! First historical Event: 3d6 ⇒ (6, 4, 2) = 12... which gets us Ascent +1d6 to Influence, Lands, Power and Wealth! Woot woot ![]()
![]() They are something I was thinking would represent troll. As a mythical or monster beings, they are quite strong (high str + barbarian rage bonus) and night-impossible to kill without fire (high con + barbarian rage bonus)- Wisdom and Intellect were something I was debating over but thought that there were always exceptions (such as shamans or more of shamanistic/mystical icons or leaders) which do sometimes allow for higher representation in the form of Wisdom. ![]()
![]() So, here is my submission regarding Troll, apprentice shaman Vel'osh Farseer:
Humanoid Monster (Troll)
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BAB +0 CMB +3 CMD +13
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Strength 16
Languages: Standard, Trollish ------------
Knowledge: Planes (4)
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Extra Traits: 2 Additional Traits ----------
Water-Touched: You gain DR 1/— against creatures and attacks with the water type.
Favored Terrain: Plains
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Special 1: Controlled Rage (Urban Barbarian)
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* Monstrous Race: gains darkvision (60 feet)
Any comment regarding the build? Spent some time to think about it and so far he came along nicely although he is quite brutish in the beginning (quite melee orientated) ![]()
![]() damn, had connection problem with paizo. Here is the list once again, completed plus in spoilers. Areth Stormwind, Legend of Heretic hunter: Areth Stormwind
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Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
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Blessed Infiltration (Ex): At 4th level, when you make a Bluff, Diplomacy, or Stealth check, you may roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.
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![]() So, I whipped up something more normalish (non-monster race). So far everything done by hand so unsure if I did calculate something wrong. Areth Stormwind, Legend of Heretic Hunter)
Areth Stormwind
Languages: Common, Elven, Dwarven, Celestial SQ Deeds, Grit, Judgement, Stern Gaze, Monster Lore, Bane, Heresy Inquisition (Sacred bonuses), Discern Lies, Solo Tactics, Track, Detect Alignment, Cunning Initiative, Orisons, Teamwork Feat Combat Gear Musket+2 ; Other Gear mwk Chain Shirt, Far-Reaching Sight, Headband of Inspired Wisdom +2, Alchemical Cartridge, Paper x 15, Black Powder (dose) x15, Pellets (Handfuls) (30) --------------------
Weapon Proficiency: Gain Exotic Weapon Proficiency (Two-handed Firearms)
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![]() well, I would envision him going for something akin "spirit contract" but instead with elements. As his connection with elements grow (getting more powerful effects / spells). Something similar to paladins but instead he is furthering cause of the elements or increasing their influence in the world (trying to keep balance so that none of the four elements grow stronger over another). In the beginning it might go in the direction "jack-of-all, master-of-none" with his spellcasting and melee-prowess but its getting more specialized towards spells / effects of spells ![]()
![]() Troll race building:
Monstrous Humanoid (3) RP ("Mon of Marshes")
All in all 10 Points used to create the race although had to compromise with idea, how trolls would be. Fast healing was quite tempting but 6 RP for that :S So opted to go for more saving throws plus ability to get
Plus question: If I would like to create a PC (in this case the troll) who can controll all the primal elements (water, air, fire, earth) I will need to tap all those 4 specials to gain full caster advancement? ![]()
![]() Damn, now I got inspiration for Troll, going shamanistic way (*cough* not at all warcraft inspired *cough*) Now... that would be quite funny "hi mon, wat'cha doing? Spirit be wit ya" Lets hope for some good rolls ... 5d6 ⇒ (6, 1, 1, 2, 1) = 11 9
ah well, seems... like I hit something ![]()
![]() Recrunching Jaraxus Kewadin (again :D) for 10point buy:
Male noble drow fighter (two-weapon fighter) 2 / rogue (Survivalist) 1 (Pathfinder RPG Bestiary 115)
Sneak Attack (Ex)
So, re-did Jaraxus once more for 10 point buy but tried to keep him realistic. I do like to have some semibalance / look with real-life (+3 on dex is high but I guess due to being elf and their nature of "speed over power" it does justify it "normal for elves, limit of humans). Also the way of getting his Wis and Int up kind of does fit him, thinking how he would survive with his behaviour and ongoing around Menzoberran (plus being graduate of Melee Magthera) ![]()
![]() New Crunch (5 point buy)Jaraxus Kewadin Drow Noble: Male noble drow fighter (two-weapon fighter) 2 / rogue (Survivalist) 1 (Pathfinder RPG Bestiary 115) CN Medium humanoid (elf) Init +4; Senses darkvision 120 ft.; Perception +7 -------------------- Defense -------------------- AC 17, touch 13, flat-footed 14 (+3 Dex; +1 Dodge; ) HP 21 (2d10+2 || 1d8+1) Fort +3, Ref +5, Will +1; (+1 vs Fear (Bravery) (+2 vs enchantment) Sleep Immunity; Spell Resistance: 14 ; Weaknesses: light blindness -------------------- Offense -------------------- Speed 30 ft. Melee +2 1d6+1 +1d6 / +2 1d6 +1d6 Constant — detect magic At will — dancing lights, deeper darkness, faerie fire, feather fall, levitate 1/day — dispel magic, divine favor, suggestion (DC 14) -------------------- Statistics -------------------- Str 12, Dex 15, Con 10, Int 12, Wis 12, Cha 12 Base Atk +3; CMB +4; CMD +16 Feats Dodge (+1 AC); Weapon Focus: Sword, short (+1 attack); Two-Weapon Fighting (lower penalties); Skills Acrobatics (Dex) +6; Appraise (Int); Bluff (Cha) +5; Climb (Str) +6; Craft (Int); Diplomacy (Cha) +6; Disable Device (Dex) +6; Disguise (Cha) +5; Escape Artist (Dex) +6; Handle Animal (Cha); Intimidate (Cha); Knowledge (local) (Int) +5; Linguistics (Int); Perception (Wis) +5; Perform (Cha); Knowledge (dungeoneering) (Int) +6; Knowledge (engineering) (Int); Sense Motive (Wis) +5; Sleight of Hand (Dex) +6; Stealth (Dex) +6; Profession (Wis); Ride (Dex); Survival (Wis) +5; Swim (Str); Use Magic Device (Cha); Traits Ease of Faith: +1 Diplomacy; Warrior of Old: +2 Initiative Racial Modifiers +2 Perception; Poison Use; Languages Abyssal, Undercommon, Drow-Sign Language Combat Gear mwk Sword, short 2x; mwk Chain Shirt; Cloak of Resistance +1; Sleeves of Many Garment; Kit, dungeoneering kit, deluxe; Kit, rogue; Tool, Thieves (Conceable) +4 Sleight of Hand, +2 Disable Device; Tools, Thieves' Extenders; 10 gold Potions[Poison] Drow Poison x2 freq: (1min/2rounds) | effect: unconsious (1min/2d4 hrs) | 1 Save; Giant Wasp Poison freq: 1round/6rounds) | effect: 1d2 Dex | 1 Save; Blue Whinnis freq: (1round/2rounds) | 1 Con/unconscious 1d3 hrs | 1 Save; --------------------
Sneak Attack (Ex)
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![]() Crunch:
Eberac Blackcoal
Alignment: Neutral
Attributes
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Proficiency Bonus: +2
Greataxe
Javelin
Handaxe
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HP: 15 (1d12 + 3)
Saves Str +5 (+3 Str +2 Proficiency)
Perception +1; Athletics +5; Survival +1; Intimidation +0;
* Unarmored Defense: AC 10 + Dex + Con (as long as you are not wearing armor) * Rage: 2 | Rage damage: +2 | Resistance vs Blugeoning/Slashing/Piercing * Tool Proficiency: Smith's Tools | Flute
Barbarian Starting Package:
(Outlander) Background Starting Equipment:
NOTE: Considering of Shotgun but not being proficient with it. Still it could be a goal "a dream of owning a boomstick" etc Background story coming later. Had an idea but need to improve it a bit or might have to change some parts ![]()
![]() Crunch of Jaraxus Kewadin:
Jaraxus Kewadin
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Sneak Attack (Ex)
Background of Jaraxus:
Oh, the flamboyant 2nd son of House Kewadin. Lazy and unambitious, failure or rather non-achiever in the Melee Magthere. Jaraxus is well-known money spender among Drow society, bringing wealth with him and spending it away, often earning scorn of his own familie. Better known for his nickname "Flamboyant" among his fellows but in the shadows he is called also as "Cockroach" Jaraxus would have died a long time ago or banished from the family, if not for his information network and strange ability to "evade" all those assassination attemps from both his family and enemies. Keeping in the fringes of his House politics, proving his worth to be just enough to be tolerated but not wanted with his information about recent events or possible happenings. Jaraxus does spend most of his time inside his room, fascinated about the intrigues of his hometown. Recently though, Jaraxus has been seen moving more actively and taking more of handsdown approach with dirty work, but then he has always been quite strange person and eccentric one. Recently he has been trusted to collect of some of the botanical ingredients due to his own interested towards flowers.
Ambition:
The news among the society of something going on, or rather rumours that something will happen has piqued the interest of Jaraxus. Jaraxus had always been ambitious but the ruling of matriarch based society hasnt been to his liking plus the scorn of higher members towards him were mostly reason for Jaraxus to keep his presense low. Staying just enough important for his own family but keeping his distance, Jaraxus pays attention to the information and ongoing rumours among town, looking for a chance to cause... unexpected result as well maybe to rise in ranks. Recently Jaraxus has been paying attention to one of his sisters, receiving interesting "vibes" from her, sensing that something is going on but unsure of what. Realising that change might be happening, Jaraxus will catch on it if possible, even it means that he will have to start show his cards and no longer able to stay out-of-sight. The last decades has been quite boring and the chance to bring chaos and change to this otherwise boring world is a welcome change. Even Jaraxus likes occassional chaos and mayhem from time to time
Here is crunch plus some info about Jaraxus Kewadin, 2nd born Son in the Noble House. Also, I tied a bit connection with Elvthrae (your character Viviana) if that is ok. It was quite interesting and it did give me inspiration for my guy :) ![]()
![]() Ah, an interesting point. Showing interest in the last "minute" (hah) and was considering something fancy. Middle-aged (going towards Venerable) Cleric of Shelyn (Focus on Air & Love). An explorer orientated person, seeking places and cultures, expressions and love. Avoids fighting for most part and tries to find interaction and relations among humans, studying them as well showing interest towards monsters Monsters too, as we define them, have feelings, especially love or at least some other people argue it is something akin to it, more of survival of clans and their lineage or bloodline or whatevery those others want to claim it to be, but I agree to disagree with that statement. Were it a small kobold or full-grown dragon, they all have same feelings as humans too. Love in different forms.... yes, yes I know! Goblins, I will not argue with that snake-trap topic! Having some mediocre talent and expertise with playing flute as well enjoying dancing, Areth hails from the southern part of Taldor and has seen most of the Inner-Sea countries although he cant claim to seen everything Strenghts and weaknesses: Knowledge on many fields as well a lot of topics & information about different locations, life-experience and survival tricks gathered from many years. Detoriating health and getting older makes some things harder - (AN: magic makes things easier but when playing something akin late medieval-ages, there is still some problems occuring when people get older) - as well sometimes entering his own world of deep thoughs. Chasing old deep love still in his old age, never had the chance or been able to let it go, looking for something "last beauty, the ultimate love", trying to replace that feeling. Having a fear to die alone at somepoint, but gathering strenght to continue due to his own believes. Trying to bring happiness with him to others, to understand people ![]()
![]() hm, I see in my mind already something neat. Fighter/Barbarian/Inquisitor A mighty warrior general, a son of Emperor Chreos, conquesting and turning the foreing lands under the control of his father. War, blood and death follows him, as he with a grip of an iron controls the subjugated ones to follow the rules and religion of the hole empire. Has a dream to succeed his father and take the throne for himself: learned through conquest that there is no such thing as peace, only eternal war against other races (Areth is a bit racist) and only through iron rule can one man control everyone ![]()
![]() Well, I liked the idea of "crazy from loss" kobold but could change it depending on the party conception. I do not see Jarx going for any leadership position but I can envision him as a speaker for races and magic researches / promoter (Magister / Archmage position) and fiercely advocating any slavery/ bad treatment towards lesser races. Shaping my background with someone another can also be done and would be actually interesting and as said-> can change race if needed but would rather see how this recruitment is going so far ![]()
![]() Oh, that is good to know. This is my first attemp to get in Kingmaker campain (look-alike at least) since never got the chance to play one. What makes it interesting is it will be even heavily (relative term I know) modified so will be unique one. Regarding Jarx, how does the whole concept of scarred / crazy sound? I do realise it will prove a bit challanging and some GMs might see some issues there regarding interactive roleplaying between PCs as well NPCs from the lands. Also Social-skills will be playing huge role (as I have heard) but that I guess its not problem for Jarx (Couple good reasons even because of his 1) being wizard-> no cha skills & 2)crazy so to say so not really have to rely so much on "interaction") although his antics might be problematic time. Some concerns just regarding ![]()
![]() Jarx, the Scarred Mind of Kobold: Jarx used to live near Old Margreve with his wife and two children. They were part of a small clan of kobolds, stuck mostly in their ancient traditions although Jarx and his wife were more adventurous types and wanting to try out new things: both in magic and strenght. Jarx was the weaker one but intellectual, experiencing and amusing his litter while his wife was the stronger one and expert with martial weapons. Both were deeple in love with each other in their own way and deeply entwined through their times. However it all would change during one night in winter. The wind was howling and the snow had piled high, closing their small community to their own world from outsiders. Somehow a small unit of creatures of wolves, feys or whatever they were, were able to enter their tunnels and avoid their traps. What only ensued after that was only a horror from the stories, like a evil hooman would threaten their famous kobold hero. A slaughter ensued and blood was flowing, filling the tunnels with odor of iron and death. His wife pushing Jarx with the children towards their escape tunnels while staying behind to defend others and ensure their escape, Jarx was crying as he clumsily escaped both children under his arms, heavily buffing and wincing from the weight and soreness of such a rigour activity. The fear pushing him out to the cold weather and trying to find a place to spend the night in a cold wind, freezing temperatures and deep darkness, despair was soon filling his mind as he realised that the children could not endure this kind of weather. Slowly succumbing to panic and despair as he felt the kids growing colder and their voices slowly weakening and disappearing as he tried to do everything in his power to keep them save. Half dragging, half carrying as his mind was clouded from everything he finally fell in the middle of the snow, emotionally scarred and mind flickering on-off. Later as he would wake up he found himself in a caravan, shackled and bound towards human city and would later to come understand he was found in the middle of the road almost frozen to dead, alone. All of this would soon be forgotten and erased by his broken memories and hazy hallusinations. Confusing and interpreting small children or smaller races as his children or opposite sexes as his dead wife. During moments when he would receive his sense of ”presense” he would just look sad and to the horizon while clutching his only possession and remainder of long forgotten life: amulet, which he received when he and his wife were married and first time in their life together... only to wish that he could again forget everything.
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![]() Interested! How do you like research wizard type, oriantated to shape world - maybe a bit god complex - due to loss of his significant other. His mind a bit lost between past and present and trying to perfect his way with word magic. As in what to play, I do find Lizardman word caster Wizard interesting or maybe Winter Gnome. Are there any other possibilities except these 5? ![]()
![]() 4d6 ⇒ (4, 4, 3, 4) = 15 = 12
Oh cool, I liky liky these stats. Is Drow allowed race? I do have a character concept like Jarlaxe in my mind (from Forgotten Realms). Either going towards Bard(Arcane Duelist or Daredevil) or Fighter (Weapon Master: Rapier) ![]()
![]() Rhud, the burning mind: Rhud was born and raised in the famous planet of Mars. From a young age he had received training and education to the spirits of machine and teachings of Emperor. His growth and knowledge kept improving with passing years and with the additional cybernetics Rhud had achieved remarkable levels of intelligence. As time passed Rhud became more and more absorbed with his learning and desire to perfect the teachings and learning of Machines and more of the Dark Age technologies. His desire for knowledge and personality to achieve perfectionismus was bordering herecy as he dived deeper and deeper to the archives and knowledge of ancients. In one of those times he had already passed the border of thin-line of "allowed" and herecy material. Hunted and cursed by his own brothers and Inquisitors Rhud escaped and evaded his pursuers. During one of those escapes he was almost captured but on the last moment he had accepted the Chaos, and was granted power from Tzeenesh & Nurgle, powering his knowledge and body. With a daring attemps and his inhuman knowledge Rhud was able to evade and kill few of his pursuers. As you kept hiding Rhud met during one of those journeys "The Many-Eyed" prophet, hiding him and giving him a tip to escape. As a reward and departing fee "The May-Eyed" did not demand anything except to later pay this favor back to him as he and Rhud would surely meet once again in the future. Embraching the Chaos and advancing deeper in his mad chase of knowledge Rhud becomes more and more entanglede to the Corruption, as he tries to reach the pinnacle of knowledge and rule the world with his machinery and trying to become the perfect pinnacle of perfectionism.
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