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Avianfoo wrote:

aah. I see what you did there. By the NPCs wealth, he couldn't really afford the cloak of resistance +1. So he took a hit to his weapon monies to gain a bit more protection. Which is fine, but it does leave him a bit behind on the secondary weapons.

Question. How does he use the shortbow since he has no arrows?

Fair enough point, he's missing arrows (20) in his combat gear. I'll try and not forget that.

I'm also assuming, and "General" is maybe too prestigious a title so let's call him Captain, has some personnel with him. I'd imagine a small three to four man retinue that can keep the PCs busy with cover fire and the like as he wades in and hacks his foes apart.

Again, this was just a generic NPC mockup I did to see if I could get it right enough.


Avianfoo wrote:

So far this is a good start but not an overly interesting npc and a bit low level to be a general imo.

I can't find the "Cleave Fighter 2" feat anywhere. ;p

Maybe the general would like a horse? If it wasn't so expensive I would say add a composite shortbow +6 Str. At least masterwork the poor man's shortbow then he should still have a little left for some armor spikes or a dagger. Poor NPC's... so many levels... so little monies.

I went with the expected gold for an NPC. And yeah sorry about the 1sts and Fighter 2. On Word when I type them up they're barely visible as subscript.

I'll see what I can do for the next one, this was just the best one to start I with since Fighters are pretty straightforward to build compared to some of the other classes.


I've been dying to practice making some NPCs, and I needed a place to store them where I and my friends can see.

I'd enjoy getting feedback on optimization, corrections, etc.

General Korvanos Ghasthelm (Advanced Human Fighter 5):

General Korvanos Ghasthelm (CR 5)
XP 1,600
Male advanced human Fighter 5
NE Medium Humanoid (human)
Init +6; Senses Perception +3

DEFENSE
AC 25, touch 13, flat-footed 22 (+3 Dex, +2 natural, +7 armor, +3 shield)
hp 57 (5d10 +25)
Fort +9, Ref +5, Will +5; +6 vs fear
Defensive Abilities bravery +1;

OFFENSE
Speed 30 ft.
Melee +11 masterwork longsword (1d8 +11/19-20 x2)
Ranged +8 shortbow (1d6/19-20 x2)

STATISTICS
Str 22, Dex 17, Con 18, Int 14, Wis 16, Cha 12
Base Atk +5; CMB +11 CMD 23
Feats Weapon Focus (longsword)BH, Power Attack1st, Improved Initiative Fighter 1, Cleave Fighter 2, Shield Focus3rd, Great Cleave Fighter 4, Combat Reflexes5th
Skills Climb +14 (-3 armor check penalty), Intimidate +9, Knowledge (dungeoneering) +10, Survival +11, Swim +14 (-4 armor check penalty) (5 ranks)

Languages Common, Uncommon, Abyssal
SQ armor training, weapon training (heavy blades)
Combat Gear masterwork longsword, shortbow, heavy steel shield, +1 agile breastplate
Other Gear cape of resistance +1, potion of bull’s strength, potion of cure light wounds (3)


Cyrad wrote:
They seem okay, but there's not really anything here to "grab" me. There's nothing especially interesting other than they're so good at climbing that they get a climb speed. No details about them that make the race interesting to play or interact with.

It's not a race the PCs will be, it's a purely NPC race. I have a few of these planned, representing the natives of the land they're exploring.

But I agree, I'll see if I can add some mojo to them.


Shān'Míns
Shān'mín (People of the Mountains) are the uncontested masters of the frozen peaks of northern Jiang'shi. They are a quiet people and speak very little making them somewhat antisocial. However, they are a hardy and strong people and possess a great wisdom.

They are naturall acclimated to the mountains and are fine living in places most others would find lacking in sustenance and most likely breathable air. They are natural born climbers, possess keen sight allowing them to spot enemies or hazards, regardless of whether it is day or night.

Their bond to the land ability is always Mountain.

Physical Description: Shān'mín appear much like humans, but tend to be generally heavier and taller. Their skin tone is tanned and weatherbeaten, the mountain climate ageing them prematurely in terms of appearance. Their hair color includes blacks, greys and white.

Standard Racial Traits
Ability Score Racial Traits: Shān'míns gain +2 Str, +2 Wis, and -2 Cha.
Type: Shān'míns are humanoids with the human and shān'mín subtypes.
Size: Shān'míns are Medium creatures and thus receive no bonuses or penalties due to their size.
Speed: Shān'míns have a base speed of 30 feet.They also have a climb speed of 30 feet, which also grants them a +8 racial bonus on Climb checks.
Languages: Shān'míns begin play speaking Common. Shān'míns with high intelligence scores can choose from the following: Dwarven, Giant, or Terran
Defense Racial Traits

Bond to the Land: Shān'míns have a +2 dodge bonus to AC when in a specific terrain type selected from the ranger's list of favored terrains. This choice is made at character creation, and cannot be changed.
Feat and Skill Racial Traits

Bonus Feat Shān'míns receive Alertness as a bonus feat.
Magical Racial Traits

Movement Racial Traits

Terrain Stride: Shān'míns can move through natural difficult terrain at their normal speed while in mountains and hills. Magically altered terrain affects them normally.
Mountaineer: Shān'míns are immune to altitude sickness and do not lose their Dexterity bonus to AC when making Climb checks or Acrobatics checks to cross narrow or slippery surfaces.
Offense Racial Traits

Senses Racial Traits

Darkvision: Shān'míns can see in the dark up to 60 feet.
Weakness Racial Traits

===

The Shān'míns are a race for my homebrew series of adventures I'm writing. They are one of the new races I've created for the land of Jiang'shi.

I was inspired by the Sherpa people and their home is in the northernmost parts of Jiang'shi, based on Nepal and the Himalayas.

Thoughts?


Some good ideas there rorek, but again that's a whole massive idea that sounds a lot bigger than a single adventure.

How about just a small level 1-2 module? A few encounters, some roleplaying opportunities, some oddball encounters, a trap or two?

A fun little exercise in roleplaying writing.


I'll be honest, I'd love to do a full fledged AP. It'd be the best thing I could ever hope for. But realistically, I'd find it very hard to complete at this moment in time.

Feel free to elaborate some ideas like I did earlier. At this point we're just shooting ideas around.


A full fledged AP is a bit too much I'd imagine to ask for at this point, and I don't see making your idea into something less than it could be.

I could see it requiring a good amount of research into Shakespearian history too.

I think at this point, I'm aiming for perhaps just a single adventure.

Your idea is amazing however.


I really love both these ideas, and CaptainFord, you seem to really have a well developed thing going on there.

Would the Machinations of the Bard be a single adventure, akin to a module? What levels would you imagine it to be?

Gavmania, I actually like that idea, sort of humans from the future visit the past?


A few ideas for everyone:

Idea #1
A good old fashioned horror focused adventure. The hero's have come to a frontier region , all desperate for coin and redemption.

This frontier is cursed, haunted... abandoned by the gods. Can the PCs work together and repel the monstrous forces from these lands.

I'm sensing a Kingmaker meets Carrion Crown type thing. The PCs restore and protect the village communities, all the while delving into the cursed wilderness, hex grid exploration style.

Savage beasts, grisly undead, fiendish cultists, unexplained phenomena...

Idea #2
Hordes of ferocious humanoids rampage through the lands, at the behest of their draconic masters. Reminiscent of the good old Red Hand of Doom module, the PCs will wage a war against what may be a nigh unstoppable army.

Will they able to persuade the kingdoms of man, elf and dwarf to ally in these dark times?

Will they able to to turn the ragtag bands of commoners into an army worthy of glory in combat?

And what of the dragon's true purpose?

Alternate Idea #2
Same war-time campaign idea, except we can have completely different foes:


  • Undead forces
  • Elemental forces
  • Constructs
  • Planar crossing superhumans!

Idea #3+ - The Crazy but Oh-So Amazing Ones


  • Kingmaker... IN SPACE
  • Time Travelers!
  • A race to recover a fallen god's remains so as to ascend into a god.
  • Wars between heaven and hell.
  • The End Times have come, can the PCs stop it in time!?


No explicit length in mind, juggling between creating an interesting setting and an adventure set in it perhaps. Adventures are always fun. I always shoot low to start, no sense planning an entire adventure path quite yet.


Might be a total and complete shot in the dark here, but I've been getting the itch to write an adventure/module/anything and the task is quite daunting when you're all by yourself.

Are there any fellow GMs on here that would be down for some collaboration and creation?

I always have a few interesting ideas knocking around and I figure you may as well.


Amazing map! I love the design!