Kristev
|
Ah yes, an oversight. Thank you.
The church of Nethys has become convinced that there are still traces of power from the necromancy school, and great magical items and artifacts containing that power, buried within Ustalav.
Being unconcerned by moral debate but fascinated by arcane magic, both black and white, the priesthood has become certain that to reclaim this power, but bringing it to the safety of Nethys, where the power can be studied, protected, and understood - but not used, would bring great glory and pleasure to Nethys himself.
So, because she fancies the darkness and the negative side - without being ruled by it or caught up in it, they sent Hailey to investigate and report. If she finds magic from the old time of the undead, and reports it, or better yet, returns it to her church, splendid!
If she multiclasses (much later on) as a necromancer wizard or sorceress, that would also probably please her church, perhaps even her god. . .
After all, according to the Pathfinder Wiki website, Nethys was driven mad. Why should his priestess not be mildly mad likewise, since she tries to hard to emulate her god?
They sent her alone because a wandering priestess, especially of a god who is not generally objected to by most faiths, is less likely to be attacked than most other classes. Most adventuring parties have a welcome place for a priest, expecting her to serve as a back-up healer. What a surprise that Hailey can do that, but would rather inflict wounds than heal them . . .
| Browman |
The campaign will start in the Village of Silvam in north eastern Caliphas.
Population 211 (203 Humans, 7 Halflings, 1 Dwarf)
Important figures include
Baron Ioan Gelou, local noble rules from his fortified manor house, Gelu House, just north of the village.
Orn'Tos, Dwarf smith
Antal and Yamira Swiftfeet, Tavenkeepers
Bayan the dour, local priest of Pharasma
Edit: Once the game begins I will be using Ultimate equipment for gear/ loot.
| Vorelloex Vaecaesin |
Updated with his backstory, I will work on other details like psyche profile and appearance as I can, and am about to add basic stats to his alias.
How much do you care about mundane items like survival tools? I feel fine tallying it all together, but if I can just make a list based off of roleplay elements and common sense considering backstory that's cool too.
Right now he has a Scale Mail, Heavy Flail, Glaive, Battleaxe, a Dagger, and 20 gp.
| Browman |
Updated with his backstory, I will work on other details like psyche profile and appearance as I can, and am about to add basic stats to his alias.
How much do you care about mundane items like survival tools? I feel fine tallying it all together, but if I can just make a list based off of roleplay elements and common sense considering backstory that's cool too.
Right now he has a Scale Mail, Heavy Flail, Glaive, Battleaxe, a Dagger, and 20 gp.
I generally go with if you didn't buy it, you probably don't have it. Particularly for things like rope.
Food on the other hand I don't generally track. Though claiming to be an adventurer and not having a waterskin (unless you are a cleric who can create water at will) is a bad idea.
| LibraryRPGamer |
Updated with his backstory, I will work on other details like psyche profile and appearance as I can, and am about to add basic stats to his alias.
How much do you care about mundane items like survival tools? I feel fine tallying it all together, but if I can just make a list based off of roleplay elements and common sense considering backstory that's cool too.
Right now he has a Scale Mail, Heavy Flail, Glaive, Battleaxe, a Dagger, and 20 gp.
If you want more gold, I would recommend taking fewer weapons. Spend the cash on your main weapon and go cheap on the others. If your main weapon is the battleaxe, choose a longspear instead of a grave to give you something with reach. This will give you more gp for other adventuring gear.
I would also recommend buying either a battlaxe or a heavy flail. Mundane weapons are easy to come by early on through loot. And, if you want trip- the flail has the trip property - then trip with a reach weapon at no penalty. You can't take attacks of opportunities if you are out of the enemies' range.
Also, grab a javelin or two in case of those pesky flying critters.
| Browman |
Vorelloex Vaecaesin wrote:I would recommend taking fewer weapons. Spend the cash on your main weapon and go cheap on the others. If your main weapon is the battleaxe, choose a longspear instead of a grave to give you something with reach.Updated with his backstory, I will work on other details like psyche profile and appearance as I can, and am about to add basic stats to his alias.
How much do you care about mundane items like survival tools? I feel fine tallying it all together, but if I can just make a list based off of roleplay elements and common sense considering backstory that's cool too.
Right now he has a Scale Mail, Heavy Flail, Glaive, Battleaxe, a Dagger, and 20 gp.
Suspicious people in Ustalav Aka everyone in Ustalavmay question the intentions of a man who enters their village with so many expensive weapons.
| Browman |
I understand. However, not all of them would be 'open-carry' lol.
The key thing about dealing with people in Ustalav is that they are superstitious and suspicious of anything they don't understand. Which also extends to include people they haven't seen their entire lives. no matter what you do it will probably make them more suspicious of you. Lots of weapons, who is planning to kill; not enough weapons, what fell powers does he command that cause him to travel so unprotected. It really is a lose, lose situation.
| LibraryRPGamer |
That Other Guy wrote:The key thing about dealing with people in Ustalav is that they are superstitious and suspicious of anything they don't understand. Which also extends to include people they haven't seen their entire lives. no matter what you do it will probably make them more suspicious of you. Lots of weapons, who is planning to kill; not enough weapons, what fell powers does he command that cause him to travel so unprotected. It really is a lose, lose situation.I understand. However, not all of them would be 'open-carry' lol.
And that's why diplomacy will be so important in this game I think.
| Browman |
Browman wrote:And that's why diplomacy will be so important in this game I think.That Other Guy wrote:The key thing about dealing with people in Ustalav is that they are superstitious and suspicious of anything they don't understand. Which also extends to include people they haven't seen their entire lives. no matter what you do it will probably make them more suspicious of you. Lots of weapons, who is planning to kill; not enough weapons, what fell powers does he command that cause him to travel so unprotected. It really is a lose, lose situation.I understand. However, not all of them would be 'open-carry' lol.
good thing most of the party dumped charisma then.
| LibraryRPGamer |
LibraryRPGamer wrote:good thing most of the party dumped charisma then.Browman wrote:And that's why diplomacy will be so important in this game I think.That Other Guy wrote:The key thing about dealing with people in Ustalav is that they are superstitious and suspicious of anything they don't understand. Which also extends to include people they haven't seen their entire lives. no matter what you do it will probably make them more suspicious of you. Lots of weapons, who is planning to kill; not enough weapons, what fell powers does he command that cause him to travel so unprotected. It really is a lose, lose situation.I understand. However, not all of them would be 'open-carry' lol.
It's called planning ahead. Lol.
| That Other Guy |
He is a mammoth hunter from the mountains to the north. Even through superstition, this is apparent, even though he still may not be welcomed.
He carries his flail in the back of his belt, with the tails tied to the end of the haft, underneath his backpack. Easily accessible, but it doesn't get in the way. I rid him of the glaive for now.
He carries the knife much like a normal person would, in a small pocket on his leg, and he carries the battleaxe (I imagined it more as a hatchet) he carries in a beltloop on his belt.
Everything else for the most part is inside his backpack. He has a heavy winter blanket he uses as a hooded cloak, covering his shoulders and his backpack. It has a hood, but he doesn't wear it *all* the time.
Question: Are gaggles of undead at least still a semi common threat to humanity in the wilder areas of Ustalav?
| Browman |
Ustalav is basically Russian culture in Salem Massachusetts when Cthulhu comes to town and Dracula is his house guest.
It's a nasty, scary place and locals have a VERY good reason not to trust strangers.
You mean where Dracula is the guy hosting the party Cthulu came to town for.
| JGray |
LibraryRPGamer wrote:good thing most of the party dumped charisma then.Browman wrote:And that's why diplomacy will be so important in this game I think.That Other Guy wrote:The key thing about dealing with people in Ustalav is that they are superstitious and suspicious of anything they don't understand. Which also extends to include people they haven't seen their entire lives. no matter what you do it will probably make them more suspicious of you. Lots of weapons, who is planning to kill; not enough weapons, what fell powers does he command that cause him to travel so unprotected. It really is a lose, lose situation.I understand. However, not all of them would be 'open-carry' lol.
Not me! Whew! :)
| Browman |
He is a mammoth hunter from the mountains to the north. Even through superstition, this is apparent, even though he still may not be welcomed.
He carries his flail in the back of his belt, with the tails tied to the end of the haft, underneath his backpack. Easily accessible, but it doesn't get in the way. I rid him of the glaive for now.
He carries the knife much like a normal person would, in a small pocket on his leg, and he carries the battleaxe (I imagined it more as a hatchet) he carries in a beltloop on his belt.
Everything else for the most part is inside his backpack. He has a heavy winter blanket he uses as a hooded cloak, covering his shoulders and his backpack. It has a hood, but he doesn't wear it *all* the time.
Question: Are gaggles of undead at least still a semi common threat to humanity in the wilder areas of Ustalav?
The people of Ustalav blame most of their problems on the whispering tyrant. Most problems they cannot blame on him they blame Kellids for.
a hatchet would be a hand axe.
As long as you stay to the roads during the day and villages at night you probably, most likely won't be attacked by random undead. otherwise all bets are off in Ustalav.
| Orodhen |
I have finalized my build. I hope I have all of the necessary information.
Male Monk 1
Lawful Neutral, Medium Humanoid
Favored Class Monk
Initiative +2
Senses: Perception +7
==DEFENSE==
AC 16, touch 16, flat-footed 13 (+0 armor, +1 dodge, +3 from Wis, +2 dex)
HP 10 (MAXd8 + 1 + 1 Favored Class)
Fort +3, Ref +4, Will +5
==OFFENSE==
Speed 30 ft/x4
Melee Unarmed Strike +2 (1d6) Bludgeoning 20/x2
Melee Kama +2 (1d6) Slashing 20/x2
Melee Siangham +2 (1d6) Piercing 20/x2
Ranged Shuriken +2 (1d2) Piercing 20/x2, Range 10-ft
==STATISTICS==
Str 14, Dex 15, Con 12, Int 11, Wis 17, Cha 11
BAB +0, CMB +2, CMD 16
==FEATS==
Armor & Shield Proficiencies (Monk Default)
Weapon Proficiencies (Monk Default)
Improved Unarmed Strike (Monk Class)
Stunning Fist (Monk Class)
Dodge
Improved Grapple (Human Bonus)
Scorpion Style (Monk Bonus Feat)
==SKILLS==
5 ranks = 4 + 0 (Int) + 1 (Human Skilled)
Acrobatics +6 (1 rank +3 class +2 Dex)
Diplomacy +1 (1 rank)
Heal +4 (1 rank +3 Wis)
Knowledge (Religion) +4 (1 rank +3 class)
Perception +7 (1 rank +3 class +3 Wis)
Languages: Common
==EXTRAORDINARY & SUPERNATURAL ABILITIES==
AC Bonus (Ex)
When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, a monk gains a +1 bonus to AC and CMD at 4th level. This bonus increases by 1 for every four monk levels thereafter, up to a maximum of +5 at 20th level.
These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
Flurry of Blows (Ex)
Starting at 1st level, a monk can make a flurry of blows as a full-attack action.
When doing so, he may make one additional attack, taking a –2 penalty on all of his attack rolls, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes and attacks with a monk special weapon (he does not need to use two weapons to utilize this ability).
For the purpose of these attacks, the monk's base attack bonus from his monk class levels is equal to his monk level. For all other purposes, such as qualifying for a feat or a prestige class, the monk uses his normal base attack bonus.
At 8th level, the monk can make two additional attacks when he uses flurry of blows, as if using Improved Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
At 15th level, the monk can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the monk does not meet the prerequisites for the feat).
A monk applies his full Strength bonus to his damage rolls for all successful attacks made with flurry of blows, whether the attacks are made with an off-hand or with a weapon wielded in both hands. A monk may substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of a flurry of blows. A monk cannot use any weapon other than an unarmed strike or a special monk weapon as part of a flurry of blows. A monk with natural weapons cannot use such weapons as part of a flurry of blows, nor can he make natural attacks in addition to his flurry of blows attacks.
Stunning Fist (Ex)
At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. The monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This condition replaces stunning the target for 1 round, and a successful saving throw still negates the effect.
At 4th level, he can choose to make the target fatigued.
At 8th level, he can make the target sickened for 1 minute.
At 12th level, he can make the target staggered for 1d6+1 rounds.
At 16th level, he can permanently blind or deafen the target.
At 20th level, he can paralyze the target for 1d6+1 rounds.
The monk must choose which condition will apply before the attack roll is made. These effects do not stack with themselves (a creature sickened by Stunning Fist cannot become nauseated if hit by Stunning Fist again), but additional hits do increase the duration.
==EQUIPMENT==
Starting Gold: 60 gp
Worn
(free) Cold Weather Outfit
(2 gp) Kama – 2 lbs.
(3 gp) Siangham – 1 lb.
(2 gp) Shuriken(10) – 1 lb.
(8 gp) Monk'S Kit [This kit includes a backpack, a belt pouch, a blanket, rope, soap, torches (10), trail rations (5 days), and a waterskin.] – 22 lbs.
(1 gp) Rope, Hemp [50 ft.] - 10 lbs.
(1 cp) Chalk
(8 gp) Ink
(1 gp) Parchement(5)
Current Load 36 lb. Light
Currency 35 gp
Swift Palm (Swift for short), formerly known as Krasus, was born into a family of ex-Nobles. His family was dethroned from their rule in Canterwall. He changed his name to break any ties he had to his lineage and to prevent further complications from people that would recognize his family name.
Aside from his dour parents, he also had a sister, Ariadne. On one of the legs of their many journeys, voyaging from one settlement to another in hopes of settling down somewhere where their family name wouldn't bring them torment, his parents tasked them with retrieving firewood for the campfire. As they walked through the forest, his sister, who always liked to play and run off, fled further into the woods. Giving chase, Swift came upon an old temple, seething with old magic. He could hear faint whispers shortly before passing out. As he awoke, the snow around him was freshly coated with blood. His sister's frail body lay crumpled beside him. In shock, he sat at his sister's side for what seemed like an eternity, his hands coated in her blood. As soon as his legs responded to his urges, he fled. How could he face his parents after what he had done? What had he done?
Coping with that tragic incident was hard. He traveled as a vagabond, trying to atone for what he had done. He helped those in need whenever he came across them. He trained in the arts of the monk, practicing meditation and reading old scrolls of wisdom when he found some. He honed his body into a lethal martial machine. One day he would find out what had made him commit the murder of his sister.
Personality
Swift is very wise, although a bit young, so sometimes his parables and pearls of wisdom don't come out right, leaving people more confused than enlightened. He is not the most talkative, and often doesn't quite understand sarcasm. Patient beyond his years, he attempts to find the balance in everything he does. He can fill in the role of mediator between two feuding parties.
He has short brown hair with a gruffy brown beard, as well as brown eyes. He wears simplistic clothes warm enough to keep him safe from the elements. He is of a good stature with a muscled body.
| LibraryRPGamer |
LibraryRPGamer wrote:You mean where Dracula is the guy hosting the party Cthulu came to town for.Ustalav is basically Russian culture in Salem Massachusetts when Cthulhu comes to town and Dracula is his house guest.
It's a nasty, scary place and locals have a VERY good reason not to trust strangers.
I suppose that would be the correct order of operations.
Russia --> Salem --> Dracula --> Cthulu --> Death and Superstition
| Orodhen |
Everything looks good.
Did swift palm leave Ustalav in his search for inner peace and enlightenment, if so what has caused him to return?
He did briefly, but he returned because he realized none of the answers he was searching for could be found outside of Ustalav. He also wants to help the people of his country regardless of his family's past standing.
| Browman |
discussion thread is linked. Because I didn't start the recruitment thread it was easier to just create a new campaign. If the new players and LibraryRPGamer want to start posting there with their aliases they can, by my math that would give us 7 players which is a little large but workable and kicking only one person out seems rough. particularly since 1-2 people usually disappear right after recruitment is finished in PPB
People still have until Wednesday but if everyone is ready before then we can start sooner.
| LibraryRPGamer |
So...
2 divine casters (clerics)
3 melee, non magical (barbarian, monk, rogue)
1 melee/ranged, non magical (ranger)
1 melee/arcane caster (Dragon Disciple Barbarian)
We will have all of the bases covered by 2nd level. A little light on the Arcane, but, since we are in Ustalav, that's probably a good thing. Overall, a fairly solid party.
| Browman |
So...
2 divine casters (clerics)
3 melee, non magical (barbarian, monk, rogue)
1 melee/ranged, non magical (ranger)
1 melee/arcane caster (Dragon Disciple Barbarian)We will have all of the bases covered by 2nd level. A little light on the Arcane, but, since we are in Ustalav, that's probably a good thing. Overall, a fairly solid party.
If you want to play a caster instead of a rogue you still have time to change.
| LibraryRPGamer |
LibraryRPGamer wrote:If you want to play a caster instead of a rogue you still have time to change.So...
2 divine casters (clerics)
3 melee, non magical (barbarian, monk, rogue)
1 melee/ranged, non magical (ranger)
1 melee/arcane caster (Dragon Disciple Barbarian)We will have all of the bases covered by 2nd level. A little light on the Arcane, but, since we are in Ustalav, that's probably a good thing. Overall, a fairly solid party.
Would that be preferable?
I mean, I can still go rogue and just switch some skills around, get Use Magic Device, and simply "pretend" to be a spell caster. That should take care of any bard/druid or other spell items that we may find along the way.
| Browman |
Browman wrote:LibraryRPGamer wrote:If you want to play a caster instead of a rogue you still have time to change.So...
2 divine casters (clerics)
3 melee, non magical (barbarian, monk, rogue)
1 melee/ranged, non magical (ranger)
1 melee/arcane caster (Dragon Disciple Barbarian)We will have all of the bases covered by 2nd level. A little light on the Arcane, but, since we are in Ustalav, that's probably a good thing. Overall, a fairly solid party.
Would that be preferable?
I mean, I can still go rogue and just switch some skills around, get Use Magic Device, and simply "pretend" to be a spell caster. That should take care of any bard/druid or other spell items that we may find along the way.
I don't really care one way or the other, just pointing out that there is still time to change your mind, but if you stay rogue UMD would probably be good to have.
Hailey Besh
|
Then I'll just multiclass Hailey as a wizard, if nobody minds her picking the necromancy school. This way, we'll have a back-up cleric, and a back-up arcanist, yet also gives Hailey a unique specialty: She'll be the best trained and equipped to deal with the undead, which we could well encounter . . .
Add in her weaknesses, 1) Strength, and 2) the sheer creepiness, and 3) a touch of madness from veering too close to using Nethys as her role model, and I think Hailey's going to be fun.
Simply mad fun . . .
| LibraryRPGamer |
Going wizard will slow down your cleric spell progression and vice Versa - fewer and less powerful spells from both classes.
Keep in mind that your skeleton summoning spells are based on your class level and fewer levels in a class means that your minions will have fewer hit dice and therefore be weaker. Your access to more powerful undead minions will be slowed.
However, there is a prestige class called the mystic theurge that combines arcane and divine casting. It's a strong option for a summoner type because you essentially will get two pools of summoning spells.
But while you will eventually get double the minions, they will be weaker than if you went full cleric.
| Browman |
Orodhen wrote:Same here. I always like playing with people are new to the game.That Other Guy wrote:Just wanted to say that I'm really excited about this and am looking forward to playing with you all. Hope you all have a good day.Ditto, I'm pretty pumped too! Can't wait to get started :3
Gaming with different people is always interesting. New people don't always realize how bad an idea is. One of the first campaigns I ran was with a bunch of co-workers, one of the guys had a lot of experience with 3.5 everyone else was basically new to RPGs. the experienced guy played a ranger so he could actually have some idea in game what the stats of the creatures they were fighting were. The other players quickly realized that when the ranger started swearing and digging through his pack looking for something bad things were about to go down.
| Browman |
discussion thread is linked. Because I didn't start the recruitment thread it was easier to just create a new campaign. If the new players and LibraryRPGamer want to start posting there with their aliases they can, by my math that would give us 7 players which is a little large but workable and kicking only one person out seems rough. particularly since 1-2 people usually disappear right after recruitment is finished in PPB
People still have until Wednesday but if everyone is ready before then we can start sooner.
Hailey Besh should check into the thread linked in the quoted post.