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![]() ALright Ladies and Gentlemen, without further ado here is our roster Kwin Longclaw: Kitsune Tinker (Seen as human for intents and purposes) K-01 'Kol': Warforged Gunslinger Nimos Yardan: Minotaur Barbarian Miyako Okori: Kitsune Orcle Merrilin Thomdril: Gnome Athasian Bard Scenario will be posted within 2 hours, I still need backgrounds for Nimos and Miyako, but I'd like to start instead of continuing to wait. ![]()
![]() @Lon We already have the first 5 for the group, if you want I can que you into the 3rd group (if it should come up) right now I'm just taking the 5 people I already talked to. @Kwin Go ahead and hammer out the details here, I may make a separate thread for just the 5 people playing. And yes I'm ok with the shared backstory :) ![]()
![]() Alright so today I will be posting the information for the Elf-Orc, the Minotaur, the Warforged, and the Tinker Class. I will also post information about the starting town. As always feel free to message me with any questions For those wanting to play the Tinker class (or just curious about it) message me for a list of Contraptions, I am still actively working on a Contraptions list. I also have the class grid dictating BAB, Defensces, etc, but I can't upload it correctly so ask me about it as I work on that problem. Tomorrow I plan to message the 5 top posters and start figuring out characters So without further ado here you go:
Elf-Orc: +2 Strength +2 Dexterity, –2 Intelligence
Seclusionary Customs: –2 on Bluff, Diplomacy and Knowledge checks when associated with people, customs, or regions outside of the Elf-Orc nation. Survivalist: Survival, Perception and Stealth are always class skills for this race Darkvision: Elf-Orcs can see in the dark up to 60 feet. Weapon Familiarity: Elf-Orcs are proficient with longbows (including composite longbows), spears, rapiers, shortbows (including composite shortbows), greataxes and falchions.
Crossbreed: For all effects related to race, a Elf-Orcs are considered both Elf and Orc. They are always considered to be of whichever race grants them the greatest bonus or the greatest negative. Ferocity: Elf-Orcs can remain conscious and continue fighting even if their hit point totals fall below 0. Elf-Orc are still staggered at 0 hit points or lower and lose 1 hit point each round as normal. Fleet-Footed: Elf-Orcs receive Run as a bonus feat and a +2 racial bonus on initiative checks. Minotaur: Large Size (-1 to AC & Attack, +1 CMB & CMD)
Base Speed: 30' Attribute Modifications: +4 to Strength and Constitution, -2 to Intelligence, Dexterity, and Charisma Natural Armor: +1 natural armor bonus to AC Natural Attack: Gore (1d6, primary) Reach: Minotaurs have +5' reach. Automatic Languages: Giant. Bonus Languages: Common, Dwarven, Goblin, Orc, Undercommon Favored Class Options: Barbarian: Add +1 to the barbarian's total number of rage rounds per day. Fighter: Add +2 to the fighter's Constitution score the purpose of determining when he dies from negative hit points. Ranger: Add +1/4 to a single existing favored enemy bonus (maximum bonus +1 per favored enemy). Witch: Add one spell from the witch spell list to the witch's familiar. This spell must be at least one level below the highest spell level he can cast. If the witch ever replaces her familiar, the new familiar knows these bonus spells. Warforged: +2 str +2 int -4 cha: Warforged are strong and smart, but have issues communicating with others.
Medium: Warforged are Medium creatures and have no bonuses or penalties due to their size. Slow and Steady: Warforged have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. Languages: Warforged begin play speaking Common. Warforged with high Intelligence scores can choose from the following: Dwarven, Elven, Orcish, Giant, Gnome, Goblin and Undercommon. Construct: The following effects come from the Construct modifiers:
Unnatural: Warforged unnerve normal animals, and train to defend themselves against the inevitable attacks from such creatures. Warforged take a –4 penalty on all Charisma-based skill checks to affect creatures of the animal type, and receive a +2 dodge bonus to AC against animals. An animal's starting attitude toward Warforged is one step worse than normal. Repair Self: A Warforged can spend 4 hours of uninterrupted time to repair any damage done.
Tinker:
Weapon Proficiency and Armor: Simple weapons, Contraption weapons, light armor, medium armor, and shields (except tower shields). Contraptions: The Tinker’s main strength lies in their inventions, they use these inventions to empower themselves and their allies. Starting at level 1 a Tinker is trained to create devices called Contraptions. A Tinker is able to maintain upkeep on a number of Contraptions per day equal to 1/2 level + Intelligence Modifier. Fail Rate: Tinkers don’t always design their inventions to be safe. Most Contraptions have a Fail Rate. What this means is, if a Contraption is being used, and if it scores lower then the Fail Rate number, during a use or attack roll, the Contraption will become Broken and unable to be used (and possible inflicting other effects). If a Contraption has a Fail Rate of 8, then any use or attack roll made with the Contraption that is below 8 will cause the Contraption to become Broken. At level 1 all Contraptions used by the Tinker have a Fail Rate of 0, and those used by allies have a Fail Rate of 2 (unless otherwise stated). At 4th level all Contraption Fail Rates are lowered by 3 (increased to 6 at 8th level and 10 at 14th level). Apprentice Contraptions: Starting at 1st level a Tinker is knowledgeable of all apprentice-level Contraptions. These include devices which assist in mundane tasks, devices which assist with combat maneuvers, bombs, and combat equipment. These Contraptions take 1 hour to create or repair for each Contraption. Journeyman Blueprints: As a tinker levels they gain access to blueprints to Contraptions not otherwise accessible to Apprentices. At 2nd level, and every 3rd level afterwards, the Tinker gains access to a blueprint from the list of Journeyman Blueprints. These Blueprints often impart more complex elements, thus the Fail Rate of all Journeyman Contraptions is increased by 4. These Contraptions take 4 hours to create or repair for each Contraption, and a Tinker can only maintain upkeep on a maximum of number of Journeyman Contraptions equal to half the Tinker class level rounded down. These Contraptions are usually specific to the Tinker, and thus will not work without specific instruction from the Tinker themselves. Masterwork Blueprints: In addition to Journeyman Blueprints the Tinker also gains access to Masterwork Blueprints. At 6th level, and every 5th level afterwards, the Tinker gains access to a blueprint from the list of Masterwork Blueprints. At 16th level the Tinker gains access to a Vehicle Masterwork Blueprint, allowing them to create a vehicle for themselves and/or their allies to travel with. These Contraptions cannot be used by the Tinker’s allies, and have an increased Fail Rate of 8. These Contraptions take 3 days to create or repair for each Contraption, and a Tinker can only maintain upkeep on 1 Masterwork Contraption at a time (increased to 2 at 12th level). These Contraptions are specific to the Tinker and are too complex to be operated by others Tinkering: A Tinker adds half his class level (minimum 1) on all Disable Device, and Knowledge (Engineering) checks and may make these checks untrained. Starting at 4th level a Tinker may also use Disable Device to disarm magic traps. Craft Anywhere: A Tinker may put in a full 8 hours of item/magic item crafting while adventuring as if they were working in a comfortable and distraction free environment. This includes the creation of Contraptions. Modules: Tinkers love to modify their Contraptions, even if it leads to their downfall. At 2nd level they gain access to all Modules available to the Tinker, which can be used to modify Contraptions. Some Modules can only be used on certain Contraptions, and all Modules increase the Contraption’s Fail Rate. Modules can be added multiple times, however each additional Module adds a more amount to the Contraptions Fail Rate. For example if a Module increases the Contraptions Fail Rate by 2, the second Module would increase the Fail Rate by 3, and the third Module would increase it by 3 as well. Contraption Module example:
Automaton Companion: Tinker’s often have few people to bounce idea off of, whether due to their complexity or their outlandishness. Thus the natural course for the Tinker is to design a companion, known as an Automaton. At 4th level the Tinker creates this automaton that is tiny size (increased to small at 10th level and medium at 17th level). It is considered a Construct and thus gets all the effects of being a Construct. The Automaton’s base HP is equal to 1/2 the Tinker’s HP (not counting HP gained from other class levels), and has a hardness of 5.
Starting town: Omnisha (Permata Controlled)
Each of you should provide some reason (however simple or complex you like) for why your character finds themselves at this event. It is the 3rd day of the event, enough time for festivities to start, but not in full swing. If you have questions about factions, the festival, or anything else let me know. ![]()
![]() Kpatrol88 wrote:
Emerging Guns: Firearms become more common. They are mass-produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Craft Firearms feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves. (direct quote from paizo) ![]()
![]() Over the next couple weeks I will be posting less and less until finals are over at my school, at which point I will post all the information on the campaign specific information (Tinker, Elf-Orc, etc.) and start messaging people to confirm interest. Next post might be a week from now so I'll answer a few more questions and wish you all a happy thanksgiving :) @Don Jon Dux thank you for grouping people together so nicely. I will confirm that its correct but it looks good from a cursory glance. Also hes normaly Kitsune are barred from Divine classes, however they do have the Change Shape ability *wink wink*. @Klokk Warforged have more of a neutral humanoid appearance to them, not much leaning toward any one race (and the Minotaurs simple do the bulk of the labor but they aren't the only ones that input on the design). This neutral look is designed because of the varying races in the city where the Warforged are primarily used. @Harry There is one post that has some more information on the Elf-Orcs, it pertains to the Northern region which is Elf/Orc controlled. ![]()
![]() GM Capt Wombat wrote:
That Northen faction is actualy the Elf-Orc nation, they have a culture, while not exclusionary, requires great dedication to be accepted in, as they are raised from birth with a set of very strict ideals. I wouldn't be opposed to a Minotaur who proved his worth amounst the populous if thats what you want, but it wouldn't be his homeland. Note that the Northern region is the only one with this race exclusive quality. On another note there are honor-driven tribes in the Western region. This however may be mute as it seems you've decided on a Cleric. GM Capt Wombat wrote:
A portion of the Minotaurs find themselves in the silver district of the main city (more information later) working as smiths to contruct the Warforged that keep the peace in the city. However they are a minority group within the city, thus those seeking a voice choose to join the city's military(lacking any strong political leaders) or leave the city entirely for the war-consumed lands of the West. GM Capt Wombat wrote: Gods wise can I make my own or do you have a ref GM I have no setup for gods yet so go ahead and make your own if you'd like. ![]()
![]() StephNyan wrote:
You get to assign the dice rolls as you see fit, rolling dice is lucky enough as it is xD drayen wrote:
Yes thats fine Don Jon Dux wrote:
The closest approximation to another class I could give you would be the bard. They share HD and # of skills, and fill a similar role (though in a vastly different way). Where the bard supports the team as a whole through performances, the Tinker is best used to augment the capabilities of 1 or 2 team members (including themselves). They do have a lot of the controller aspects which bards enjoy allowing them to disrupt their enemies with Contraptions. The Tinker also benefits from proper planning, and are less optimal in fights they didn't/couldn't prepare for. ![]()
![]() MPCampbell wrote: I'd like to know what the cultures of each area are like. Are the European? Middle Eastern? Tropical? Once I have that information I could look at making a character. Each of the regions in the OP have different feel to them (and thus why I divided them up in this fashion) I could give parallels for the cultures from other works of fiction, but I doubt it would be very helpful unless you know of the parallels. In terms of biomes and climate, South is desert, East is humid oceanfront and mountainous in parts, Mid-East and West is Grasslands with many hills, North is rain forest. (You will be starting in the campaign in the East area) Feel free to ask specific questions so I can narrow down what exactly you wish to know. Kpatrol88 wrote:
Another work in progress to be posted with the other info. Walter Lindie wrote: I will be building a Barbarian Minotaur with the race from herehere check it and tell me if that's ok. Looks fine, only change is that +4 STR +4 CON -2 DEX -2 CHA -2 INT (it didn't have the -2 INT before) ![]()
![]() Loving the Interest, alright so I'll answer a few questions you guys asked and go over a couple other things. As said before I plan to start this around Dec 15th. I'll be able to post a reasonable 3-4 times a day on most days. I understand everyone has time constraints but if the other players are ready to progress and you haven't posted in a few days I may take an action for your character. Let me know if you need to drop, that's not a problem at all. For those who would like to be included, I will make a note of your rolls. To start I will take the first 5 people who posted and make a campaign starting with them, if I feel I can support another group I will take the next set of 5, etc etc. As noted above the world allows for a far amount of diversity in terms of your class/race. This is to test which elements fit into the world and which can be taken out so I encourage you to try whatever weird combination you see fit. As far as the Tinker is concerned I am still working on the fine tuning of it, which should be done a good week before the campaign starts. To give a basic idea of the mechanics of Tinker here is a brief description: To see things as they should be, not as they are, requires great insight. Few can take the simple and make it complex. To the Tinkers this skill is a necessity.
The Tinker uses his skills to create Contraptions, devices which can be used to assist both the Tinker and their allies. Some Tinkers choose to focus on what they have learned and apply it to their inventions. Most however choose to look forward thereby achieving great successes....and disastrous failure. (Basically: As you level you gain knowledge of new types of Contraptions and Contraption blueprints, however if you choose to create Contraptions outside your knowledge you may do so, but risk failure. How much of a failure depends on how risky you choose to be.) I also plan to post a more detailed description of the factions, their relationships, and where you guys stand in the world, this may effect character choices. When I post the information about the Tinker I will also post the Elf-Orc information and the faction info. I will stay in touch as things progress and expect to get a message from me around the 10th of December. Feel free to post any questions you have about the world and I would be happy to answer. ![]()
![]() I have been working on my own Pathfinder Scenario, given my own world with its own groups and factions. I am looking for a group of adventures who would be interested in helping me flesh out this world a bit, fill it with interesting NPCs, scenarios, encounters etc. Much of this run will be experimental and not as well crafted as some campaigns. I would plan to test-run this campaign starting around Dec 15th. As a GM I favor RPing with a decent amount of encounters that flow with the setting and try to more story driven then random. (I've played too many campaigns where I was suddenly attack by Random Monster 17, even though random Monster 17 didn't fit with the area or have to do with the current job/quest) Races to choose:
Classes:
Stats:
World Details:
The Northern region consists of heavy forests, controlled by an honor driven warrior faction. They seek death through battle, and view the concerns of other factions as petty and unimportant. The Southern region mostly consists of an expansive desert known as the Deadlands. The weather is smoldering, reaching over 150 degrees in some places. The animals which inhabit the region are hunters by nature and kill on site. But the area truly gets its name from the inhabitants, for only the truly desperate and cutthroat would find comfort in this region. The Central-Easterner and Westerner regions contain mostly war-torn plains and grasslands. Factions are at constant war for territory and supremacy. Several prominent factions find their home amongst the carnage, glory, and even profit that comes with war. On the edge of the island, on the far East coast holds the Country's largest city, Permata. While the other regions are filled with blood and death, the city remains a place of safety, peace, and knowledge. More details are to come, This is only an interest check so let me know how interested you guys would be. ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Hey guys, sorry about this but I dont think i can play the rpg anymore, life is pretty hectic right now sorry :( Here is my character sheet if you want to use my character
and here is the info on Moon-Moon:
Spoiler:
Wolf’s tricks
1) Attack 2) Down 3) Come 4) Flank 5) Heel 6) Hunt 7) Track Wolf Skills 1) Perception 2) Survival Wolf Feats 1) Dodge 2) mobility Starting Statistics Size Medium; Speed 50 ft.; AC +2 natural armor; Attack bite (1d6 plus trip); Ability Scores Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6; Special Qualities low-light vision, scent. 7th-Level Advancement Size Large; AC +2 natural armor; Attack bite (1d8); Ability Scores Str +8, Dex –2, Con +4. I had planned to up my Con as well as Moon-Moon's Con at the next available time Also had planned to take a 1 barbarian level at level 4 for the Rage and fast movement class abilities Sorry to see you guys go, I had alot of fun but sadly don't have time to post reliably enough :( ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Aoi moves near the enemies to try and achieve a position to surround the enemy, he instructs Moon-Moon to follow along. Moon-Moon liih handle animal: heel, free action
Moon-moon has dodge and mobility so +1 AC, +4 AC against AoO Once positioned Aoi orders Moon-Moon to attack gnoll 2 Moon-moon attaqk Handle Animal: attack, free action) ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Sorry I havnt been posting alot lately, been busy I should be more free by the end of this week and posint more frequently, Other then slime attack, magic candle selling and 2 of our party members almost dying have I not noticed anything important? ![]()
![]() If you have a reach weapon in 1 hand (a whip) and another weapon in another hand (dagger) and someone from 2 squares away moves 1 square toward you, do you get an Attack of Opportunity?
M= me
Start:
End:
Similarly If you only have a reach weapon do you get the attack of opportunity? ![]()
![]() Lets say you rolled a 20, and now your rolling for confirmation on the critical Lets then say that you rolled a 20 on the confirmation, do you then roll another confirmation to see if its a double critical??? (I once played with a GM that house ruled this as yes simply due to the implausibility of the event, and epicness, but I'd like some actual ruling) ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() sorry wasnt at home for a couple days
attack roll 1d20 + 4 + 1 + 1 ⇒ (15) + 4 + 1 + 1 = 21
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Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Aoi is eating some breakfast and chatting up the other inn customers when suddenly he hears an Epic Battle Cry!!! . He quickly drinks his coffee and runs down the hall. ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Puts his arm around Min HAHA This man knows what we need! Waglinde! If you wouldn't mind a triumphant song of drinks, wenches and good friends! And more Mead!!! Knocks his tankard on the table like a javel of decree. ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Min you look suddenly more rouge like and less fighter-y Almost as if you would be a god in another plane *knocks on fourth wall*
Huh, musta been my imagination I assume we are eating at a table by this point Aoi grabs a hefty piece of BBQ tentacle and rips a piece off for Moon-Moon. She sniffs it, grabs it and goes off to eat in private. Aoi takes a big bite and then starts talking while eating MMmm der es shum grd crookin'! *gulp* So as Wagalinde was sayin' we fought a lot of danger in your basement. Passageways that go fer miles. Spiders in the gallons *takes a bit* Arnd drees brig tentercrle treengs *points to the tentacle then swallos his food*. All en all I'm havin' fun. *chugs down his cup of mead* MORE MEAD IF YA DON'T MIND! *bangs his cup on the table* ![]()
Male (Ace) Half-Orc Samurai 2 HP: 10/17 AC: 15 Movement: 20ft with BAB +2 Fort +5, Reflex +0, Will +1, Perception +5, Initiative +0
![]() Not what I'd expect from a basement. Sorry we couldn't fix it but here Hands Gil a whole tentacle of the beast. Fry that sucker up for us, I'm hungry and Moon-Moon don't eat nothin' raw |