| Jorgen Ulrichsson Truesight |
So here's pretty much the completion of version 2, I can go with either if one would disrupt the campaign.
I decided to go non traditional with the low Charisma, and base it more on the fact that he isn't really good with people and is actually quite a bit of an @$$ to most people.
Most people would find him attractive until they interacted with him. Some rare few still might.
flash_cxxi
RPG Superstar 2009 Top 32
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So here's pretty much the completion of version 2, I can go with either if one would disrupt the campaign.
I decided to go non traditional with the low Charisma, and base it more on the fact that he isn't really good with people and is actually quite a bit of an @$$ to most people.
Most people would find him attractive until they interacted with him. Some rare few still might.
Your STR bonus should be +1, not +0.
Your CHA 'bonus' should be -2, not -1.With Jorgen being an Ass and Saorise being a Stuck up B!tch they should work well together. :)
| Mark Thomas 66 RPG Superstar 2009 Top 16 |
Jorgen version 2 wrote:So here's pretty much the completion of version 2, I can go with either if one would disrupt the campaign.
I decided to go non traditional with the low Charisma, and base it more on the fact that he isn't really good with people and is actually quite a bit of an @$$ to most people.
Most people would find him attractive until they interacted with him. Some rare few still might.
Your STR bonus should be +1, not +0.
Your CHA 'bonus' should be -2, not -1.With Jorgen being an Ass and Saorise being a Stuck up B!tch they should work well together. :)
Thanks Flash. They should be an intersting pair, not too fun to be around but they get the job done.
btw the pic you chose.....DAMN!
| Khaladon |
An @$$ and a stuck-up b!tch eh? This party will have no problems starting a fight, at least ...
Ha! And throwing a hot tempered, easily ignited Barbarian, into the mix? Fun times indeed! =D
PS Anya's completed, adjusted background will be ready in a jiff FW
French Wolf
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I figured the Rune domain made sense given his gift, let me know what you think FW. He's done except for a possible change of one of his traits when you post the campaign ones.
I agree, the rune domain fits well. I'll leave the final decision on which one you choose to play to you. We can work either in, perhaps make a final decision when you have seen the campaign traits. They give a flavour of the environment that you are headed into.
Cheers
French Wolf
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Saorise
One suggestion I'd make having looked at some of the other characters is that obscuring mist fits well thematically but maybe you should choose another spell that clerics and druids can't cast? Nice work, Flash.
French Wolf
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Saorise/Jorgen
Your magical nature was a source of embarrassment for the great warrior and so he was more than happy to send Saorise south to the druid sanctuary of Holmvik. This is in between Eirikport and Seafors and in a wood surrounded by high hills. The sanctuary is a druid centre and among its many seats of learning certain people are chosen to join the ranks of the schnarlwulf, the witchhunters. There are only a dozen or so pairings for the four northern most cankorls. A pairing is a sacred thing and most of the training revolves around maximising the potential of the sorcerer and his guardian. making sure that they understand each other and being able to rely on the other.
Saorise has been fast tracked due to her nobility, the reach of Halfdan reaches even into Holmvik. The schnarlers as they are some times referred to are led by Minska Evungsson the Trueskald who seems to have taken a dislike to Saorise's abrasive nature. More likely it has something to do with the way her father treated his son at a previous thing making the youngster look a fool before his peers. It is the druids and rangers under him who have provided what little support and comfort, she may have received.
But enough is enough the Trueskald has spoken and he has put Saorise in a position where she may fail on the simplest of missions. Any failure would be used politically by the Trueskald to hurt Halfdan. To make matters worse, her usual partner, Davi Whiteborne has coincidentally fallen ill, so the troublesome Jorgen Truesight has replaced him.
Jorgen
Jorgen has proved a difficult and troublesome man, unable to form a lasting bond with any so far. He has earnt the nickname (behind his back) of "Fistface," which is what many have wanted to do. But enough is enough, "schnarler" leader, the Minska the Trueskald, has spoken and he has again put Jorgen in a position where he may fail on the simplest of missions. His mentors have made it clear that this is his last chance of a future as a witch hunter. The ice sorceress, Saorise, needs a new partner, since her usual one, Davi Whiteborne, has fallen ill.
Saorise/Jorgen
The once-trustworthy young man, Igvulf Bare-cheeks, ran away from Holmvik with an undisclosed piece of necromantic knowledge, after studying at the feet of the Hierophant Druid leader, Brand Vinterwulfeater. He disappeared in Seafors. But word has reached Holmvik that Igvulf is somewhere in the northern cankorl of Ackrieg. Your task is to find him and either bring him back or kill him, above all make sure that the knowledge does not spread.
French Wolf
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I'll finish the campaign traits this evening UK time. Start will be tomorrow afternoon so that everyone can review and finish their PC in time.
MarkL, you still need to complete yours but it shouldn't take much effort once done and we aren't going to wait any longer than tomorrow. Afterwards I'll do my jungle warrior for you, and next weekend's Mwangi table top adventure, can't wait for that!
Finally if there is anything else that I have missed with all the toing and froing of posts then now is the time to holler.
Cheers
| Khaladon |
Still waiting for your feedback on the idea I had for Anya's trait?
Orphan's Luck:
Effect: 1/day, if it will make the difference between passing or failing a save, the individual will receive an immediate +3 Divine Bonus to the roll. If this amount would not make the difference, it is not applied.
(The mod can be tweaked +or- to whatever you deem is fair DM. So whatcha think?)
flash_cxxi
RPG Superstar 2009 Top 32
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Saorise:Yours is an immaculate character, I'd play this in a shot. The only queries I have are the exotic weapon requires a +1 BAB and the survival skill is probably +6 not +5. Its slightly more difficult to tell because you haven't highlighted which skills have ranks in.
One suggestion I'd make having looked at some of the other characters is that obscuring mist fits well thematically but maybe you should choose another spell that clerics and druids can't cast? Nice work, Flash.
Survival is (+1 Rank; +1 WIS; +3 Class Skill) I actually thought about putting in the Skill workings for this game (I ususally don't) so I might go back and do it anyway, sorry. Skills she has Ranks in are Perception, Spellcraft, Stealth and Survival).
You're right with the spell choice, I was going for thematics over power when I chose my spells. I tend to find that obscuring mist is one of those 'hit or miss' spells that either really helps or really sucks... there's no middle ground. There are 2 more 1st level spells in the Ice Magic .pdf that I was looking at taking down the road (both again for thematics). I think I will replace obscuring mist with biting wind and then possibly pick up obscuring mist again down the track.
French Wolf
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Campaign Traits
These may not be the best balanced traits in the world but I’ve tried to make them applicable to the adventures that I see ahead of your Vikings. Some are merely altered from other players’ guides so you may recognise one or two of them.
Hunter of the Dark: You’ve long heard rumours of dark deeds afoot in your hometown. During the dark of the moon, children and animals have gone missing. There were whispers of shapechangers and soul stealing spirits in the night and so you decided to put paid to such talk, and perhaps improve your standing in the community. Could the druids themselves be responsible since no serious investigation has taken place? What has gone on? Most of all who has taken those missing and does their kidnapping indicate a criminal mastermind or a more diabolical plan? Your investigations have increased your ability to handle people in one of several ways. Anyone taking this trait gains a further insight for them alone. Also choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive,
or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.
The Forsaken Gift: When the underground citadels of the dwarves were pillaged and plundered by the Ice Wyrms, those surviving dwarves fled to all points of the compass, some never to return. However one group signed a pact to one day retake their home and return it to its former glory. A member of that group, the Axe’n’Shield befriended you at an early age and has fed you tales of the stone corridors and walls, the homes and treasures of his people and above all the power of the Ice Wyrms. Over time a determination grew in yourself to help the Axe’n’Shield, and somewhere the grit has shown, for now that you are headed north, the dwarf has provided you with a finely crafted lodestone for six months. The lodestone functions to all intents and purposes like a wayfinder. In return for this highly magical gift, the Axe’n’Shield want treasure to the value of 200 gold, treasure from their desecrated homes preferably. Or the return of their lodestone within the year.
The Blacksmith’s Favour: Petarn Strongthews received word calling on him to return to Ackrieg and help work the forge there. He is loathe to give up his comfortable and well appointed home so did not go but has given the opportunity to travel to one of his previous apprentices. To sweeten the deal, Petarn has provided a quantity of coal and sufficient iron and tools to get someone started. Choose either craft (weapons) or craft (armour) as an additional class skill and you receive a +2 trait bonus in that skill.
Also the character will carry a verbal message to the Lord of Ackrieg explaining that Petarn has every faith in his apprentice to do an excellent job for the next year.
Dwarven Lore: The garrulous dwarf woman, Borgny, was old and dying. But she told great tales and so for you helping her meant learning about a world of heroes and villains, with their lucky moments and wonderful magicks, most of all the stories of dwarven masters crafting the finest of magical devices stuck in your mind, even to this day. These odd bits of lore have since been added to at every opportunity to learn from travelling skalds or the occasional stray snow elf. Even a night spent drinking with a Qin gave added insight in the wonders of their Empire. You may choose between Knowledge (Arcana) or Use Magic Device as a class skill and receive a +1 trait bonus in that skill.
The Contract of Changi: Ackrieg is in disarray, the Qin merchant, Changi Hung-Hau needs someone to deliver three small mahogany chests to his factor in that cankorl, Mao-Fun Ledcloak. In return for this small favour, Changi has provided a written scroll with his chop signing that Mao will provide 100 gold marks worth of trade goods and services upon successful delivery of the chests. Mao is based in the port of Ackrieg itself.
In addition to the wealth above, anyone succeeding receives a +2 diplomacy bonus for any dealings with the Qin in the future.
The Calling of Ackrieg : You have spent a good deal of your time serving your faith with great conviction and dedication. The faith in turn has supported you in many different ways, especially spiritually and physically. In Ackrieg, the establishment of a strong town will naturally lead to a growth in the flock, a growth that must be mirrored by your faith. If the cankorl is revitalised then such religious representation is a necessity. This trait is suitable to worshippers of Samthrain or Krakis, particularly Krakis when there is a shrine dedicated to the Stormlord already in place. Consecrating that series of caves and waterfalls again would be something special.
Travelling north aboard the Marked Albatross is the first step on your path to helping your church grow in Ackrieg, showing that you have been selected for your strong abilities to act with good social graces – pick one of the following skills: Bluff, Diplomacy, Intimidate, Knowledge (religion), Perform(any), or Sense Motive. You gain a +1 trait bonus and it is always considered a class skill for you. Also you will receive a home and land (and whatever goods and slaves go along with it) in the cankorl, to go with the mission.
French Wolf
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Still waiting for your feedback on the idea I had for Anya's trait?
Orphan's Luck:
** spoiler omitted **
Anya
| Anya Fiend-Fury |
FW
Hadn't heard of that feat, but I had been wondering myself if maybe the way I wrote it was too strong. Either option sounds ok to me. When you're saying +1 every time, did you still mean +1, 1/day? But I think I may go with the charm bracelet anyway, as then she will only use it when she really needs it. But, if it's 7 times only and then no more ever, think we can bump it up to +3 ;-)
flash_cxxi
RPG Superstar 2009 Top 32
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Campaign Traits
Hunter of the Dark: You’ve long heard rumours of dark deeds afoot in your hometown. During the dark of the moon, children and animals have gone missing. There were whispers of shapechangers and soul stealing spirits in the night and so you decided to put paid to such talk, and perhaps improve your standing in the community. Could the druids themselves be responsible since no serious investigation has taken place? What has gone on? Most of all who has taken those missing and does their kidnapping indicate a criminal mastermind or a more diabolical plan? Your investigations have increased your ability to handle people in one of several ways. Anyone taking this trait gains a further insight for them alone. Also choose one of the following skills: Bluff, Diplomacy, Knowledge (local), Perception, Sense Motive or Stealth. You gain a +1 trait bonus on this skill and it is always considered a class skill for you.The Forsaken Gift: When the underground citadels of the dwarves were pillaged and plundered by the Ice Wyrms, those surviving dwarves fled to all points of the compass, some never to return. However one group signed a pact to one day retake their home and return it to its former glory. A member of that group, the Axe’n’Shield befriended you at an early age and has fed you tales of the stone corridors and walls, the homes and treasures of his people and above all the power of the Ice Wyrms. Over time a determination grew in yourself to help the Axe’n’Shield, and somewhere the grit has shown, for now that you are headed north, the dwarf has provided you with a finely crafted lodestone for six months. The lodestone functions to all intents and purposes like a wayfinder. In return for this highly magical gift, the Axe’n’Shield want treasure to the value of 200 gold, treasure from their desecrated homes preferably. Or the return of their lodestone within the year.
I do however very much like the idea of owning a Lodestone and if at some point down the track the opportunity arrises in story for Saorise to aquire one I would appreciate that. :)
flash_cxxi
RPG Superstar 2009 Top 32
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Thanks Flash. They should be an intersting pair, not too fun to be around but they get the job done.
btw the pic you chose.....DAMN!
np. :)
Yeah, they're gonna make so many friends. ;)
I've been looking for an excuse to use that pic for a while. I just wish there was a link without all the other stuff and just to the picture.
| Mark Thomas 66 RPG Superstar 2009 Top 16 |
Mark Thomas wrote:Thanks Flash. They should be an intersting pair, not too fun to be around but they get the job done.
btw the pic you chose.....DAMN!
np. :)
Yeah, they're gonna make so many friends. ;)
I've been looking for an excuse to use that pic for a while. I just wish there was a link without all the other stuff and just to the picture.
flash_cxxi
RPG Superstar 2009 Top 32
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flash_cxxi wrote:I've been looking for an excuse to use that pic for a while. I just wish there was a link without all the other stuff and just to the picture.here you go
Awesome! Thanks :D
flash_cxxi
RPG Superstar 2009 Top 32
|
Here are the Feats for your approval:
Feats 101 by Rite Publishing
Freezing Spell [Metamagic]
You can cause bitter numbing cold with any spell.
Prerequisites: Ability to cast a spell with the cold descriptor
Benefit: You can use this feat to affect any spell that inflicts damage. Upon a failed save the target must make a Fortitude save against the spell’s original Difficulty Class or become slowed for one round, in addition to the normal damage. Spells with this template gain the cold descriptor. If the spell already has the cold descriptor, the Fortitude save is required even upon a successful save. A freezing spell uses up a spell slot of the same level as the spell’s actual level.
Special: This feat cannot be applied to a spell without a saving throw or one with the fire descriptor.
Class Options Volume 1: Sorcerer Bloodlines by Reality Deviant Publications
Extra Attack
The powers running through you stay longer when manifested.
Prerequisite: Sorcerer Bloodline
Benefit: Increase the number of rounds per day or number of daily uses of your 1st level bloodline ability by an amount equal to your Charisma modifier. You may take this feat only once.
This one would basically give her 4 additional uses of her Arctic Ray Bloodline Ability, taking her total uses to 11.
I would probably prefer the Freezing Spell, but either is acceptable as a replacement.
I am not worried if you say no to both, I will just choose another. :)
French Wolf
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Jorgen
French Wolf
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Ari Thornsson
I reckon the character looks fine, in fact the rest of the party should be a little scared of the big brute. The only suggestion I have is to replace goblin with one of the languages I mentioned before. Just so you know the Qin merchant, Changi, is based in Urgen.
French Wolf
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This is just a few thoughts in case the in game posts aren't conveying pretty much the way I see things happening. If you guys have anything to add then feel free to comment.
Rowing
The main thing is that most of the party are rowing very large oars in pairs, and that requires a great deal of concentration and effort to do well. Given a few days or weeks practice and it will get easier but for now these oars require about a total of 18+ strength to manipulate. That's fine when most of the NPC crew have 14 strength so their total strength easily exceeds 18. Simply letting go of an oar will create all kinds of problems, especially when near the rocks or maelstroms.
Without confirming, my guess is that Anya and Ari are the only ones who could handle an oar on their own. Although anyone making a DC13 Profession (sailor) check can man an oar alone until they become fatigued. There are several people on board who have that skill.
If you need to get out from an oar, then maybe Drago or one of the girls can take over for a spell. Also remember that the prow and the tiller are at opposite ends of the drakkar, thirty feet apart.
The Tiller
Also working the tiller needs someone with the same Profession skill but is only DC10 at the moment. For anyone else without the right skill, its a harder DC13 Wisdom check since they aren't used to working the tiller.
I'll draw up the vessel later tonight.
Cheers
French Wolf
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Okay, nearly everyone has been sent the drawing of the Marked Albatross. I've tried to make it as straight forward as possible but if you have any questions then feel free to ask.
Drakkar don't have seats, oops, I was mixing them up with my Jason and the Argonauts, and so every rower is stood at the oar. Usually these vessels are much longer and wider but this is a little one with a checkered history and who ever paid for its build probably did so during a Krieg recession. From a combat point of view that makes things easier, and to give you an idea of the way the ships sometimes fought, cavalry were able to jump down off the drakkar and raid the nearby coastal villages.
Sorry for that mistake. Which is compounded by there being space under the decking for animals and a small amount of cargo. The planking must have the odd trapdoor in it so we will have one at each end.
Another thing is the wings at the back, usually ships have a dragon pointing forwards and back, but this ship doesn't. I only mention it because its unusual in such a vessel.
Finally the relative positions of the crew, and which oar they man, may change as time goes by and incidents occur. But generally that's where people will be when the oars come out.
Cheers
French Wolf
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I'd like to make a change to the way that the rules work. But I'd like some input from you guys to make it all a bit fairer.
The rule in question is the unlimited availability of orisons or cantrips. Its the unlimited bit that seems too powerful to me. Some of these spells can have game-breaking effects, such as create water in a desert. My priests in Legacy of Fire haven't tested me on that one, the tacit agreement is that they don't abuse the power they have. There are other 0-level spells which will have the same effect in this campaign if we don't find some way of limiting their power or availability. Being able to do several detect magics a day is something that I like, being able to permanently have detect magic running sounds ridiculous at first level.
My suggestion is that every spellcaster simply gets 10 + prime requisite bonus 0 level spells each day, and they can use any of their available spells in that way. A sorcerer with Cha 14 would have 4 0-level spells which he could cast up to 10+2=12 times in total.
Thoughts?
| Dabbler |
Yes, they fixed some like cure mimor wounds, but not others. The alternative would be to adjust those spells that potentially are game breaking by reducing their effect, for example having create water only create 1/10th the listed amount.
| Mark Laverock |
I can see where you are coming from with limiting orisons and cantrips and though not a spellcaster yet, agree to the limiting to 10 + (x) a day.
By the end of a good days fight even the greatest spellcaster should have very little or no spells to cast.
Would the 10 increase with level or just the (x)???
| Khaladon |
Not a spell caster this game but Mark makes a good point. I high level caster should obviously have more cantrips available than a lower level one. Maybe also to that formula add a certain amount of cantrips be level?
Eg 10+mod+ level (or level x 1.5?) /per day.
flash_cxxi
RPG Superstar 2009 Top 32
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Yeah that's fine. I agree with most points people have brought up, which include:
* Unlimited Cantrips/Orisons was a good idea, but there are definately some of them that are abusable by this model.
* I think that 10 +CHA Mod is fine for the moment, but should definately scale with level. Maybe something as simple as 10+CHA Mod+Spellcasting Level as Khaladon suggested?
| scranford |
I don't have a problem with it either way. I've been fortunate that it hasn't affected any of the games I've had so far. I had one guy who kept on Detect magic all the time, but after talking we agreed that he was taking advantage of the rules, and he only used it when called for after that. Didn't need to change the rules just the way the player interacted with it.
French Wolf
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I think you have summed it up very well scranford, its about not abusing the rule and rather than worry about having that conversation in the future I'd prefer to put in place a preventative measure like the one that Mark/Khaladon suggest.
Adding your level is a good idea but I'll wait to hear from everyone before making a final decision. It's good to know that I'm not the only one who has come across this.
There is a specific spell/situation that I have in mind but I don't want to give it all away before it happens in the next few weeks....
Cheers