zimmerwald1915 wrote:
At last, an opinion on how the Andorens might be perceived and recieved. Thank you for the Robespierre quote which certainly could be just how it goes down particularly if the existing nobles of Ostenso are cunning enough to portray the 'invaders' so to the bulk of the people. I have had time to think about this thread since I put it up, and it occurs to me one faction I didn't consider was "The Seven Houses" in Andoran itself. That organization of former nobles doesn't get a lot of Air time that I've seen in the Inner Sea, and this might be an ideal time to dust them off as they build tensions in the new annexation. If the Seven Houses team up with the existing Chelaxian Noble Families it could create quite a formidable team up I think.
Okay, with the word Spoilers IN the Subject line , if you're still looking now and didn't want them I think you should have known better than to look in. However, now that Hell's Destiny and now Cheliax: Infernal Inheritance are both out, and some results known, I have to confess I'm very curious how Andoran is dealing with its territorial gain of Sirmium? What I have heard, sadly mostly second hand is: We don't know whether or not the Nobility in Sirium has been given the treatment that most of Andoran's former nobility was, with titles surrendered and rendered obsolete. Possibly too soon? But a departure from that would be rare and didn't work too well in the Tower of the Last Baron when they did allow it. Brastelwark has been liberated and seems enthusiastic about being under Andoran management, hoping for elections soon. Their king was deposed. (Correct me if I'm wrong) Laekastel with it's large Dwarf population has turned its industry to helping the Platinum Wing. This sounds like it's embracing the new regime if only because it's great for trade and crafting? Sounds like a positive integration there. Misarias is... empty? A ghost town? Needs resettlement? I can't learn much about this, but it sounds like an interesting situation to send an adventuring group into. With the damage and rebuilding of Augustana, Ostenso, formerly a major slave city , is probably needed to shore lost Naval power. It is both the real prize, and the most challenging given Nobles, Diabolism, old rivalries etc. If there's a backlash it is probably here? I am told Remesiana is close to performing its own version of the People's Revolt. I assume nobles there at least are nervous. ALL THAT accounted for I am asking for corrections, more details if possible, and yes, blatant speculation on the former Archduchy being incorporated into Andoran. Given that Sirmium was spared a truly HELLISH fate by virtue of being conquered/liberated, do think most of the area will be grateful, or will decades of Thrune propaganda undo any good will there? Do you think Andoran will try the carrot or the stick to "Win hearts and minds" or a mix of both? And, do you think it's possible that folks in the Original Boundaries of Andoran will resent all the attention (and presumably resources) Sirmium is getting while they go about rebuilding their own cities or towns and burying their dead? Or will they see it as a new opportunities and a rush of Andoren citizens swarming into the cities that have been annexed perhaps to the annoyance of the ex-Chelaxians? I am thinking of running a campaign set in Sirmium; not during the war, but in the aftermath of it. Your opinions are welcome, your facts and corrections more so. Thanks.
VerBeeker wrote:
And Probably will have tiny little dinosaurs that can serve as familiars, and maybe tiny little pterodactyl look alikes that steal from you like monkeys in some modern cities or ravens only cooler, because, well dinosaurs. :) (I've really got no idea, but your enthusiasm IS contagious)
As I am rather fond of the Anandi, and I know a lot of Catfolk fans, I second some more development in the region. As there is also both a Kelish Empire and Vudra colony in the region, that would allow other avenues of connection if needed or desired and I'm curious how much or little influence that would have.
Finally got a concept I really like. Working on a human celestial sorcerer with the Fed up Citizen Trait. A humble Tailor who discovers he's got a knack for disguises.
Starting Wealth: 2d6 ⇒ (4, 2) = 6X10
70 it is :)
Okay, you've been more than patient with me. I'm going with a Half Elf Paladin who will Multiclass as a Flame Oracle at 2nd level. Why? Because I can.
Thank you. Oh I may have missed it, but do we use traits?
Stat 1 3d6 ⇒ (4, 3, 6) = 13 -3 , +6 =16
Wow. Feels like a powerhouse. If we're going in order looks like Wisdom and Charisma are my strongest (Assuming SDCIWC)
EltonJ wrote:
Thank you. Tengu get a a +2 to Wisdom so with your generous 25 points, I managed to get that without trouble. Quote:
I admit, I'm using hero lab, so it is doing most of the work. Acrobatics : +2 Dex Mod, -1 Armor Worn for Total of +1Diplomacy: +1 Rank, +3 Class Skill +2 CHA bonus for a total of +6 Heal: +1 Rank, +3 Class Skill, +4 Wisdom Bonus for a total of +8 Knowledge (geography): +1 Rank, +3 Class skill (made so because of Foster Child Trait) and +2 for that SAME trait, and +1 INT Bonus for a total of +7 Knowledge (religion): +1 Rank, +3 Class Skill, +1 INT Mod for a total of +5 Linguistics: +1 Rank, +3 Class Skill, +4 Racial Modifer for being a Tengu*, +1 for INT for TOTAL Of +9 Perception: +2 Racial Mod, +4 for WIS mod for a total of +6 Sense Motive: +1 Rank, +3 Class Skill, +4 WIS mod for a total of +8 Stealth: +2 Racial Bonus for being a Tengu, +2 Dex Mod, -1 Armor Worn for Total of +3 * Footnote: The Gifted Linquist Racial Ability of Tengu not only gives them a +4 bonus, it also gives them TWO languages for every one with every skill point they invest instead of the usual one. Hence Tengu pick up languages easily which is a nice perk :) Quote:
Thank you, Selective Channeling IS one of my favorites :) And thanks for your consideration! Good luck to my fellow applicants
EltonJ wrote:
Good to know, and appreciate the fast response. EltonJ wrote:
I hope we can manage the thirty but I am definitely interested.
Have you ever wanted to deal with the hassle of a group of needy players hoping to play a particular AP while some poor Game Master (You) scrambles to appease them in hopes of a dopamine hit for a job well done and a diet of gratitude? Interested in seeing how the fate of an Empire might go entrusted into whatever collection of rag tag heroes the players manage to assemble? We're here for you! *Bump*
GM_Renley wrote:
Ah, my bad. I had notes in hero lab but not where it would show in he output that I copied. Updating the appearance Updated looks: Appearance: Yaron looks mostly human with short brown hair, and a not uncommon height of 5'10", but when he heals or begins speaking in tongues, a halo of light appears over his head. Add to that his eyes are a celestial blue and the whites appear to be more pearl like, and those who know what to look for can tell he is an Aasimar. He has lived for 24 years but looks closer to twenty thanks to his unique heritage. He has a fair complexion though not as pale as a Nidalese.
GM_Renley wrote:
Pardon, is that 4 Background skills total or just stressing the usual 2? EDIT: Nevermind, I misread I think and will need to add more 4 more background skill points then. ... That aside, I think I'm done.
The Crunch/Character sheet:
Yaron Deverin
The Fluff, History, appearance:
Yaron's story: I should be very grateful, not only was I born into House Deverin, but I was born celestially touched, an Aasimar. Most see such a child as a sign of favor from the gods. Had I been born into any other noble family I might have gotten a swelled head, well, more swelled than I already have. Alas, though I was an adorable almost cherub like lad for my early years, I also came with an odd condition, the babbling of tongues- Celestial, language of the heavens. My first words were in that language, and indeed, stress had me resort to it. Apparently, some clergy declared it was another sign of my 'blessing'.
My idea is that the events that start the adventure are what cause his full 'oracle hood' to kick in after a life time of an odd verbal curse alone. I know he's not an X-Man but it should be fun to role play his surprise as he starts healing in combat etc. Hope I've got everything right.
One of the players here... I can tell you right now that so far we have a Tremere, Toreador, Salubri a Setite and a Cappadocian to be in the works. We had one other players who is not yet decided on the next story clan (As far as I know).. he had a Ventrue for the prior game. So far no Assamites, Brujah, Gangrel, Lasombra, Malkavians Nosferatu, or Tzimisce so plenty of options :) Ravnos in this time line are nearly wiped out much like Salubri were meant to be, so not sure if you could play one or not. But as you can see, lots of options!
While it is not my usual gig, I have decided my Human noble will be a Swashbuckler. So starting gold is either half (175 gp) or 5d6 ⇒ (5, 2, 4, 5, 5) = 21 x10, whichever is better. Edit: 210, MUCH better. Double Edit: Didn't see Veniir's post until now. Oh well, bound to be more than one of us picking the same classes.
Hack Anslash wrote:
I'll go with Cleric since you're being so kind and I really don't think that he'll nix a druid per se :) I don't picture him as a melee sort (Serving Erastil) but if needs must I can make him a switch hitter between range and melee when he's not healing and buffing.
I do think a druid going wildshape melee later on strikes me as different enough from a Vanilla Cleric that we'd have a main healer and a back up one but like I said I can go with something else if our GM prefers me to take another niche :) Heck, Craig was almost an inquisitor when I first made him ,but I also had an idea for a bard (either pure bard or multi class) if we need a skill monkey. I'm not always good on rogues. Whatever GM Koolkobold thinks would fit best! Quote: Also, DMKoolK, thanks for running this! And second that!
Thank you very much for the link! My last character in an Ironfang game that lost it's GM was Craig Lawrence, a human cleric of Erastil with the Frontier Healer Trait, BUT I came in last on this (And thanks to a generous move on someone else's account) so I'll go with whatever niche needs filling. I think others called dibs on druid, ranger, and a sylvan sorcerer?
Ainzworth01 wrote:
That is incredibly kind of you.
Okay, here's the concept. Wall O Text bomb incoming! When Jermaine was very very young, he got grievously, disastrously ill. The sickness he caught was so intense that, while he lived, it stunted his growth and muscular development all his life. He was always weaker than the other children in the village and often had to deal with the fact even younger children could bully him. Incredibly short by human standards, his maximum height would stop at five foot even. While, in time, he would at least build up his endurance, his might remained that of geriatric halfling. His family was of little help. His mother treated him as a child well into his teens. His little brother mocked him, and his father was just... so embarrassed. Still, the boy was brilliant, and some hoped he might join the local temple of Arabin! They at least, valued intellect. But Jermaine felt no joy in the teachings of the god of smiths and inventors nor the trade. In his heart of heart, Jermaine had different dreams. The Dream of being a wizard! To cast magic spells that required only a book, a keen mind, and deft fingers! A dream where he could work wonders of magic and just transform his bullies into very tiny toads laugh as cranes at them! Okay, he knew some of the dreams were wrong! But yes, magic. So far every letter to the Black Tower he has sent over the years has had failed to have any response, but he doesn't give up hope!
------- He could be a magicless Expert, a brainy commoner, or an Adept who longs for 'greater magics' which ever makes more sense. Let me know which you think suits him best. Race Human, Alignment probably Neutral but with potential for good if other PCs encourage his better side.
Got me curious 4d6 ⇒ (1, 5, 5, 1) = 12
So that's 11, 13, 14, 12, 13, and 13 Let's take a gamble and reroll that 11
so now it's 14, 13, 14, 12, 13, and 13. Mmm nothing exceptional but nor anything that's really in the pits. Not sure what to do with that... yet. Let me think.
Mmm can we defy the Patron that was responsible for our arrival? I got an idea for a Repo Man who tells Taxog to take his job offer working for him and stick it. OR... if a reroll is allowed...
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Mmphs.. dice really want some Lawful stuff on this poor guy. I'm definitely not going for cleric.
TheNine wrote:
Patron God/Who is to blame!1d12 ⇒ 9 So if I go in order presented we have..
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Okay, I don't know what Class this guy is, but I'm getting the picture of a divorcee who was behind on his alimony payments or something and even death won't let him off the hook :)
TheNine wrote:
Whew. That means I don't have to be an alchemist despite death by Sushi?
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