| EltonJ |
Dark storm clouds gather over war-torn lands. Armies march wearily into battle once again, answering the ancient call to arms. The banners of noble houses flutter raggedly before the onslaught; some will fall, never to rise again, while others will weather the storm. Across the ruined empires of Cerilia, the dogs of war are let loose one more time. Somewhere on a muddy battlefield, a common man becomes a hero—and a hero becomes a king.
Hi everyone!
I'm now formally recruiting for my Birthright game. You will be playtesting my conversion document, to see how it works in Pathfinder. You will need a couple of items to play the game. The game will be play by post on my discord server. Birthright is one campaign setting where you can't play on the Paizo forums.
What You Will Need
A. One copy of the Pathfinder Roleplaying Game, 1e. Generally you will have this already. We will be using it as well as the next item.
B. A copy of the Birthright Campaign Setting for 2e.
I don't want to force you to buy anything else in the Birthright line, so we are starting our campaign in Anuire for right now. Anuire is the English/French culture of Birthright. I'd like you to create regent characters. Try to pick domains in the Southern Coast. I also would like you to share a domain.
Character Creation Details
Abilities. Roll 2d6 and add 6. Arrange to taste.
Race. You are restricted to Elves, Half-Elves, Dwarves, Halflings, and Humans. Humans must come from one of the five cultures: Anuirean (English), Brect (German), Khinasi (African), Rjurik (Norse with Scottish influence), Vos (Russian).
Class. Sorry to be restrictive here, but choose a class from the Core Rules.
Archetype. Try not to select an archetype. Maybe in a future campaign, I'll let you.
Skills. We will be using Background skills. Remember your culture or race may affect your background.
Feats. We won't be using Elephant in the Room/Feat tax rules. Select all your feats from the Core Rules, please.
Bloodline. I have not written new rules up for bloodline derivation, so follow the Birthright Rulebook.
Blood Abilities. Wizards has put out another free download on Drivethru. It's the Book of Regency. I would like you to download it, and use it to figure your blood abilities.
Alignment. Try to stay away from the evil alignments, I'd like to play all the bad guys.
That should be it. Any questions?
| Ouachitonian |
Only core classes and preferably no archetypes? Oof. Still, I’ll see what I can make.
2d6 + 6 ⇒ (1, 5) + 6 = 12
2d6 + 6 ⇒ (1, 1) + 6 = 8
2d6 + 6 ⇒ (3, 6) + 6 = 15
2d6 + 6 ⇒ (4, 2) + 6 = 12
2d6 + 6 ⇒ (1, 6) + 6 = 13
2d6 + 6 ⇒ (4, 2) + 6 = 12
Workable. I think. I’ll do the bloodline stuff later. I’m on my phone right now and the pdf is on my pc.
| EltonJ |
Let´s see if this works:
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6Also how about classes and domain types? Like Fighter still supposed to favor landed, etc?
You make a roll like this:
[ Dice]2d6+6[/ Dice]Only all in lower case and without the caps. Also, you can omit the spaces. :)
As for classes, I'll work on how that works tonight and tomorrow.
| GM_Drake |
2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (2, 5) + 6 = 13
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (1, 3) + 6 = 10
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 6) + 6 = 14
race: Rjurik
class: maybe sorcerer (destined or fey bloodline)
archetype: none
skills TBD
feats TBD
(Birthright) bloodline TBD
(Birthright) bloodline abilities TBD
alignment: lawful good
questions: none currently
| GM_Panic |
Ooo-yess
Abilities. Roll 2d6 and add 6
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (5, 6) + 6 = 17
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12
Hummm not so bad, none below 10 nice.
Race
Elf
Class
Rogue
Archetype
N/A
Skills
sone perfom + healing skills,
Feats
Thinking of taking some race feats.
Bloodline
N/A
Alignment.
True Neutral {Balance in all things}
| EltonJ |
Ooo-yess
Abilities. Roll 2d6 and add 62d6+6
2d6+6
2d6+6
2d6+6
2d6+6
2d6+6Hummm not so bad, none below 10 nice.
Race
Elf
Class
Rogue
Archetype
N/A
Skills
sone perfom + healing skills,
Feats
Thinking of taking some race feats.
Bloodline
N/A
Alignment.
True Neutral {Balance in all things}
Hi, so, you would like to play an elf?
| Ouachitonian |
Hmm. I didn't recall that, need to reread the book. Might just play a human.
Also...
Bloodline Strength: 1d100 ⇒ 43
Seems like the last time this was in the works I misread how this works. I also need to roll a bloodline score, but I'm not sure what that's even for.
From what I'm reading, I take my strength, and roll on all Table 12 charts up to 43 (0-10, 11-19, 20-28, 29-35, and 36-50)? Then roll on Table 13 to determine my actual abilities?
| GM_Panic |
Hi, so, you would like to play an elf?
I have these rules of
+2 Dexterity, +2 Intelligence, -2 Constitution, -2 Wisdom
Medium size; base speed of 30 feet. No special rules.
Immunity to magic sleep spells and a +2 racial saving throw bonus against Enchantment spells or effects.
Lowlight Vision: Elves can see by starlight as well as a human sees by daylight. Elves see twice as far as humans in artifical light.
+2 racial bonus on Listen, Search and Spot checks.
Agelessness: The Sidhelien are creatures of faerie dust and starlight. Gifted with immortality, they do not suffer the ravages of time and are thus immune to aging attacks and normal disease. They are not immune to supernatural diseases, but still get a +2 Saving theow bonus.
Trackless Step: A Cerilian elf leaves no trail in natural surroundings and cannot be tracked (as a druid).
Woodland Stride: A Cerilian elf may move though any natural terrain without impairment, damage or penalty (as a druid).
Alignment Restriction: Unpredictable and fey, Cerilian elves must follow a nonlawful alignment.
Class Restriction: Cerilian elves cannot be clerics, paladins or druids.
Automatic Languages: Sidhelien.
Bonus Languages: Andu, Anuirean, Low Brecht, High Brecht, Basarji, Rjuven, Vos, Karamhul, Giant, Gnoll, Ork, Orog.
Favored Class: Wizard.
Update, Changing his class to Bard And alignment to CG and this is way.
He is a relative of Rhianna Waymuun, the title of Protector of Coullabhie, of of her outside 'eyes' as she calls them, leaning of humans and passing on what he learns to her.
I think a wandering elf minstrel Cerilian elf would be fun, a outcast trixter and collector of stories. I like the idea he oddly likes human Civilization {more then a few half-elves count him as their father perhaps}. and funds it interesting and fun, as a long lived being he see humans as a paradox, always building up and tearing down.
"I don't understand why my brothers and sisters in the woods dislike the humans so much. They are fascinating, running around, with all their politics and wars, one day and building something new and the next tearing it down again. It's so much fun to watch."
God = Laerme, Goddess of Beauty
[Going to give him Cha of 17]
BloodLine 1d100 ⇒ 12 or -> I think Elves get Default Fey nature bloodline? need to check
BloodLine Strength 1d100 ⇒ 73 = 50–74 = Great
For Bloodline ability I really would like him to have
You bear a visible, recognizable sign of your special heritage. NPCs who recognize the mark will react accordingly. This mark is highly visible and makes you easily recognizable, though it can be disguised.
Minor (Bloodmark); Any
You get a special bonus of +1 to Charisma.
Major; Any
You are surrounded by an intangible mantle of power and nobility. NPCs will recognize the character as a scion and react accordingly.. You get a special bonus of +1 to Charisma.
Furthermore, once per week per level, as a spell-like ability, the scion may concentrate to awe non-blooded creatures within close range (25 ft. + 5 ft./2 levels). Creatures who are subject to awe must make a Will save or behave as if affected by enthrall.
Great; Any
You are surrounded by an intangible mantle of great power and nobility. NPCs will recognize the character as a powerful scion and react accordingly. You get a special bonus of +2 to Charisma.
Furthermore, once per week per level, as a spell like ability, the scion may concentrate to simultaneously awe all non-blooded creatures within close range (25 ft. + 5 ft./2 levels). Non hostile creatures that are subject to awe must make a Will save or behave as if affected by hypnotic pattern. Hostile creatures will flee as if affected by a fear spell.
| EltonJ |
EltonJ wrote:
Hi, so, you would like to play an elf?
I have these rules of
** spoiler omitted **
Update, Changing his class to Bard And alignment to CG and this is way.
He is a relative of Rhianna Waymuun, the title of Protector of Coullabhie, of of her outside 'eyes' as she calls them, leaning of humans and passing on what he learns to her.
I think a wandering elf minstrel Cerilian elf would be fun, a outcast trixter and collector of stories. I like the idea he oddly likes human Civilization {more then a few half-elves count him as their father perhaps}. and funds it interesting and fun, as a long lived being he see humans as a paradox, always building up and tearing down.
"I don't understand why my brothers and sisters...
GM_Panic, the Elves are atheist. They don't believe in the Gods, old or new.
| Grumbaki |
I had a lot of fun making a character for the other concept you came up with. Here I'll throw my hat into the ring for this one too. Your recruitment threads always have such wonderful build requirements to make interesting characters with.
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (4, 1) + 6 = 11
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (5, 1) + 6 = 12
16/14/15/13/12/11
Will read up on the rules to figure things out from there.
| Grumbaki |
Table 10 Bloodline Strength: 1d100 ⇒ 67
Major bloodlines represent lines descended from the heroes of Deismaar and the most powerful minor characters who survived the first decades of bloodtheft* Almost all of the major bloodlines are famous throughout Cerilia, and the deeds and feuds oi their heirs are the stuff of story and legend
8d6 ⇒ (6, 4, 3, 5, 2, 5, 1, 1) = 27
Scions of the ancient lines usually possess talents or powers associated with their deriv These special powers are known as Hood abilities. All blooded characters roll on Table 12 to determine the number and power of blood abilities, strength categories are cumulative; a character with a bloodline strength of 24 rolls at 0-10 category, the 11-19 category and the 20-38 category.
Table 11 Bloodline Derivation: 1d100 ⇒ 23
Reynir - patron of Rjuven, god of the hunt and nature.
Table 12 0-10: 1d100 ⇒ 58
Nothing
Table 12 11-19: 1d100 ⇒ 22
Nothing
Table 12 20-28: 1d100 ⇒ 95
Major
Table 12 29-35: 1d100 ⇒ 66
Minor
Table 12 36-50: 1d100 ⇒ 23
Minor
Table 12 51-80: 1d100 ⇒ 88
Great
Alright. So. Minor. Minor. Major. Greater. 4 rolls.
Table 13: 1d100 ⇒ 47 Divine Wrath
Reroll as not available to bloodline: 1d100 ⇒ 43
Divine Aura - Major
* Derivations: All except Brenna
* An intangible mantle of power and nobility sur¬ rounds some blooded characters, commanding respect from all they meet. Divine aura marks the character as a scion of power, just as a blood mark does; the character gains a -1 to -4 bonus to all encounter reaction checks from Table 59 in the DMG.
* The scion can enhance his aura once per day with one round of concentration. The effect lasts one round per level. As a major ability* the character can engraft any nonblooded creatures within 30 feet.
Table 13: 1d100 ⇒ 25
Bloodmark Minor
* Derivation: Any
* The blooded character bears a visible* recogniz¬ able sign of his special heritage. Depending on the family* it may be a white streak in the hair* eyes of brilliant green, or a birthmark* NPCs who recognize the mark will tend to be respectful toward the scion, and even enemies perceive the mark as a warning conduct themselves carefully around the scion, Th„ i bloodmark s effect is a -1 to —4 bonus to encounter reaction checks (from Table 59 in the DMG), j depending on the circumstances of the meeting.
Table 13: 1d100 ⇒ 77
Iron Will - Minor
* Derivation: Anduiras, Revnir.
* Azrai Characters with iron will arc tougher than ordinary characters. The mystic energy of their divine heritage allows them to persevere when lesser mortals tire or perish. This ability provides a character with the Endurance proficiency and 2 bonus hit points that are permanently added to his total.
* In addition, when faced with a mind-controlling spell such as domination or charm, the character gains a +2 bonus to his saving throw.
For Pathfinder instead of 2e D&D, what does endurance proficiency do? Does it mean Endurance Feat + 2 HP?
Table 13: 1d100 ⇒ 37 reroll as no major or great
Table 13: 1d100 ⇒ 51 reroll as no major or great
Table 13: 1d100 ⇒ 25 reroll duplicate
Table 13: 1d100 ⇒ 24 reroll duplicate
Table 13: 1d100 ⇒ 38 reroll as no major or great ability
Table 13: 1d100 ⇒ 83 reroll as no major or great ability
Table 13: 1d100 ⇒ 3 reroll as no major or great ability
Table 13: 1d100 ⇒ 41 reroll as wrong bloodline...sigh
Table 13: 1d100 ⇒ 13 Finally!
Animal Affinity - Great
* Derivations: All
* Each of the old gods was associated with a totem animal—a symbol of the deity’s principles. Charac¬ ters with this blood ability have a natural affinity and skill for communicating with the totem animal of their derivation.
* As a minor ability, the character has an empathic communication with the animal to a range of 60 feet. The character must he able to see and be seen by the animal. He will never be attacked by members of the species unless they are magically controlled.
* As a major ability, the character can speak with animals of the totem species at will. The animal must he within 10 feet of the character, Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. An animal might guide or guard the character during a trip in the wilderness, but it wouldn't follow him into civilized or inhospitable lands.
* As a great ability, the character can detect a single totem animal within a 1-mile radius. By concentrat¬ ing for one round, he can see through the animal's eyes, summon it to his location, or relay information to it through mental communication. The character learns the location of the nearest animal first, but may concentrate to learn the location of another ani¬ mal. He may do this indefinitely at a rate of one ani¬ mal per round. Animals of the species will give their lives in the service of the scion. Once per day the character may shape change into the particular animal form for up to two hours.
* The ancient totem for Reynir, the wolf
-----------
FINALLY. That took awhile. So long I couldn't edit the first post and had to refigure the rolls. *Sigh*.
Still...it came together. Original was mechanically much stronger, but I love the flavor of these rolls (the first iteration with the above post was +5 strength, making the 13 into an 18, and regeneration!). But again, the sheer flavor of these rules makes me happy. Now then, ranger or druid? The character pretty much has to be one of those...I'm thinking druid. Just to start off with a wolf.
-------
Where is he from and who is he?
"Daikharzhivun
Hidden in a high, forested vale of the Drachenaur Mountains are the dwarven cities of Daikhar Zhigun—the Twin Fortresses. The Zhigun dwarves have weathered fierce wars against the wvrms and orogs of die Drachenaurs, and they believe in being prepared for war at a moment’s notice. Mighty fortifications and aggressive* heavily-armed patrols guard the Tarik-Khur* or Vale of the Dwarves. All travelers are stopped and searched at the borders before being escorted to the Iwin Fortresses under heavy guard, The Zhigun dwarves engage in little trade, but occasionally hire out mercenary companies of platearmored axemen. These elite units are some of the toughest heavy infantry in Cerilia."
Torgald Frostbeard hails from Zhigun. An 'odd' dwarf, he was marked from birth as something different. For he had a calling, to leave his mountain home and to stick his head in the fresh air, something deemed most unnatural. He joined a mercenary company, using it as a socially acceptable excuse to leave his home, and acted as a healer for the mercenaries. While they were all plate armored axemen, he would patch their wounds and ensure that they made it home alive. In this, he brought with him his clan's crafting tradition of brewing, and as such lent his services to keeping morale high as well as their health. While he was not as strong, as rowdy, or as armored, as his kinsmen, these abilities kept him in good standing with the mercenaries.
When the contract was over, he decided not to return with them. Instead, taking his payment and wishing his kinsmen well. For he had a calling to follow, and a world to see..
Name: Torgald Frostbeard
Class: Druid
Stats: 14/15/13/12
Str (14) Dex (15) Con (15) Int (12) Wis (18) Cha (9)
Race: Dwarf
- Slow and steady, darkvision, hatred, greed, hardy, weapon familiarity, stonecunning, stability
Traits:
* Glory of old (+1 hardy)
* Trustworthy (+1 diplomacy and bluff, diplomacy class skill)
And I'll go from there in making a character. Decided to go with druid over ranger, as (1) I've never played a druid before, and (2) the bloodline ability is perfect for a druid! Just need to make a good wolf animal companion.
As a few questions...
I rolled 2 minor abilities that each give +1 to +4 in social situations. Does this mean that it is possible to have up to +8 when rolling diplomacy and the like? How do you deal with it, rolling +2d4 to such rolls?
And I also got iron will. Should I assume it gives the endurance feat and also provides +2 HP?
Also, what does "engraft" mean here? Can it do some kind of bonding with his wolf?
Finally, this is my first druid.At lvl 7 the wolf becomes large, so I think that he can then ride it. If I decide to go down that path, I'll need to build for it.
How far will the campaign go?
| GM_Panic |
GM_Panic, the Elves are atheist. They don't believe in the Gods, old or new.
Ok then back to rouge, an tea leaf, she is now, yes a she, good an taking things, Still an Eye for her queen.
17/16/13/12/11/11
+2 Dexterity, +2 Intelligence, -2 Constitution, -2 Wisdom
Str 11
Dex 16+2 = 18
Con 11-2 = 09
Int 17+2 = 19
Wis 12-2 = 10
Cha 13
| EltonJ |
Name: Torgald Frostbeard
Class: Druid
Stats: 14/15/13/12
Str (14) Dex (15) Con (15) Int (12) Wis (18) Cha (9)Race: Dwarf
- Slow and steady, darkvision, hatred, greed, hardy, weapon familiarity, stonecunning, stabilityTraits:
* Glory of old (+1 hardy)
* Trustworthy (+1 diplomacy and bluff, diplomacy class skill)And I'll go from there in making a character. Decided to go with druid over ranger, as (1) I've never played a druid before, and (2) the bloodline ability is perfect for a druid! Just need to make a good wolf animal companion.
I'm replying in pieces. The dwarves of Birthright do not worship human gods. They are monotheistic, worshiping one God -- Moradin. Druids are human priests of Erik. So, if you want to play a druid, I suggest you swap your race from dwarf to human.
| EltonJ |
As a few questions...
I rolled 2 minor abilities that each give +1 to +4 in social situations. Does this mean that it is possible to have up to +8 when rolling diplomacy and the like? How do you deal with it, rolling +2d4 to such rolls?
A. I'm not sure what you are referring to here. I don't have the Rulebook open. But I think your talking about Divine Aura. That's a bonus from 2e. For a Pathfinder bonus it would be lower. +2 circumstance bonus to Diplomacy and Intimidate for Minor, +4 for Major, and +6 for Great.
And I also got iron will. Should I assume it gives the endurance feat and also provides +2 HP?
A. Characters with iron will arc tougher than ordinary characters. The mystic energy of their divine heritage allows them to persevere when lesser mortals tire or perish. This ability provides a character with the Endurance proficiency and 2 bonus hit points that are permanently added to his total.
* In addition, when faced with a mind-controlling spell such as domination or charm, the character gains a +2 bonus to his saving throw.Let me check exactly what feat you actually gain with Iron Will.
Okay, according to the Iron Will blood ability you copied over, you should get a combination of the Endurance Feat and the Iron Will feat. I'll see how to combine them into the blood ability this weekend. But a +2 bonus to Constitution Checks and a +2 bonus to Will saves should be okay. Also, I'll combine the Toughness feat into the blood ability, granting you the +2 hit points. For now.
Getting three feats off the back may seem that your player character is overpowered, but we are talking about Blood Abilities here. They are a part of Birthright.
Also, what does "engraft" mean here? Can it do some kind of bonding with his wolf?
Animal Affinity - Great
* Derivations: All* Each of the old gods was associated with a totem animal—a symbol of the deity’s principles. Characters with this blood ability have a natural affinity and skill for communicating with the totem animal of their derivation.
* As a minor ability, the character has an empathic communication with the animal to a range of 60 feet. The character must he able to see and be seen by the animal. He will never be attacked by members of the species unless they are magically controlled.
* As a major ability, the character can speak with animals of the totem species at will. The animal must he within 10 feet of the character, Members of the species regard the scion as an ally and friend and will cooperate with reasonable requests. An animal might guide or guard the character during a trip in the wilderness, but it wouldn't follow him into civilized or inhospitable lands.
* As a great ability, the character can detect a single totem animal within a 1-mile radius. By concentrating for one round, he can see through the animal's eyes, summon it to his location, or relay information to it through mental communication. The character learns the location of the nearest animal first, but may concentrate to learn the location of another ani¬ mal. He may do this indefinitely at a rate of one ani¬ mal per round. Animals of the species will give their lives in the service of the scion. Once per day the character may shape change into the particular animal form for up to two hours.
* The ancient totem for Reynir, the wolf
Okay, this blood ability allows you to communicate with animals of a particular totem. In this case, the wolf. So, yes, it will make sense that you would be a druid. Engraft in this case would be your shapechanging ability. Your character can turn into a wolf.
Finally, this is my first druid.At lvl 7 the wolf becomes large, so I think that he can then ride it. If I decide to go down that path, I'll need to build for it.
A. As far as I know, it's just talking about a normal wolf. I'll check the druid class again tonight and give you a further ruling.
How far will the campaign go?
I'm hoping a long time since it's a domain game (at least 2 years). Two of my players are in Europe, one doesn't have the schedule to commit to an online adventure. If you are talking Geography, we are playing in the Southern Coast of Anuire.
| Ouachitonian |
1d100 ⇒ 100 Well. Azrai it is. That’ll be interesting. (Though thankfully derivation doesn’t lock me into his alignment or anything. But maybe an antihero who uses the tools of evil to fight against evil.) Im on mobile right now, I’ll roll the actual abilities when I get home where I have the right book.
| pad300 |
@Elton, all your links in the initial post are going to the Deluxe Heroes Handbook for mutants and masterminds...
That aside, dice:
stat A: 2d6 + 6 ⇒ (3, 2) + 6 = 11
stat B: 2d6 + 6 ⇒ (3, 1) + 6 = 10
stat C: 2d6 + 6 ⇒ (2, 4) + 6 = 12
stat D: 2d6 + 6 ⇒ (6, 5) + 6 = 17
stat E: 2d6 + 6 ⇒ (4, 2) + 6 = 12
stat F: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Bloodline Strength: 1d100 ⇒ 30
Bloodline Derivation: 1d100 ⇒ 14
and let's see what we get...
| EltonJ |
@Elton, all your links in the initial post are going to the Deluxe Heroes Handbook for mutants and masterminds...
You're right. Let me change that.
| Grumbaki |
I noticed that in adapting these powers from 2e, both Blood Aura and Bloodmark provide circumstance bonuses to Diplomacy and Intimidate.
* Blood Aura gives +4 always (it’s an aura).
* Blood Mark gives +2 conditionally, if someone recognizes the mark.
As circumstance bonuses normally don’t stack, I wanted to check: would the total bonus be just +4 (the higher of the two), or would it increase to +6 when an NPC recognizes the bloodmark?”
| Grumbaki |
Everyone gets to roll for bloodlines.
[dice=Table 10 Bloodline Strength]1d100
Major bloodlines represent lines descended from the heroes of Deismaar and the most powerful minor characters who survived the first decades of bloodtheft* Almost all of the major bloodlines are famous throughout Cerilia, and the deeds and feuds oi their heirs are the stuff of story and legend
8d6
The first roll is your bloodline tier and that gives how many dice are for determining strength.
[dice=Table 11 Bloodline Derivation]1d100
Your patron
QUOTE="Grumbaki"]
[dice=Table 12 0-10]1d100
Nothing
[dice=Table 12 11-19]1d100
Nothing
[dice=Table 12 20-28]1d100
Major
[dice=Table 12 29-35]1d100
Minor
[dice=Table 12 36-50]1d100
Minor
[dice=Table 12 51-80]1d100
Great
Your abilities. Roll once for each category your strength gives to. Each can give an ability, an upgrade, or nothing.
Above, I got a Minor. Minor. Major. Greater.
So that takes you to Table 13. Roll until you complete what you go from table 12. So if I rolled 2x greater abilities, the second time I would have to reroll. As can be seen from my post I ended up rerolling abit so that I ended up with 2 minor abilities, 1 major and 1 greater.
It is possible to end up with a lot of abilities, or even none. And some are more powerful than others.
For example, one of my minor abilities is +2 diplomacy and intimidate, but only when the mark is recognized. That’s…situational.
There are other ones that do things like give you +1d6 to a stat that is 13 or lower, or +1 if higher. Crazy good. Or regeneration. Stuff like that.
| Grumbaki |
A 73 is major (see table 10)
Roll 8d6 to get your strength
Then roll 1d100 on table 12 for what bloodline your elf is from
Example: 8d6 ⇒ (4, 2, 3, 4, 2, 4, 3, 2) = 24
23
Example: 1d100 ⇒ 9
Anduiras
Go to table 12. With a 23 you roll 3 times.
0 to 10: 1d100 ⇒ 73
Nothing
11 to 19: 1d100 ⇒ 87
Major
20 to 28: 1d100 ⇒ 1
Nothing
So this would be a single major ability. Roll on table 13 until you get one.
Table 13: 1d100 ⇒ 50
Major Enhanced Senses
Detect evil at will for Anduidas
That’s how it works. At least according to my reading of it. Granted my rolls there sucked (single ability that doesn’t do much). But it’s just an example
| Grumbaki |
So...I originally was going to play a dwarf druid. Found out that dwarves can't be druids. Looked up the rules for the setting. They can't be rangers either. Sigh. Unless you rule that dwarves can be rangers?
Otherwise...I suppose I'll make an elven ranger instead. Or maybe a human druid. I'll figure something out.
| Lars Ulcaster |
Grumbaki here. A Druid character would look like this. Natural attack build, with his claws and bite attacks being his Bloodmark.
A Druid who can fight in melee. At lvls 1-3 he can become a wolf as per wild shape for 2 hours per day. At lvls 4+ he keeps the extra 2 hours from bloodline, but wild shape gets extra uses. At lvls 6 he will be able to turn into a dire wolf.
Does this build outline and character build work?
Zahir ibn Mahmoud ibn Jothan
RPG Superstar 2014 Top 16
|
So...I originally was going to play a dwarf druid. Found out that dwarves can't be druids. Looked up the rules for the setting. They can't be rangers either. Sigh. Unless you rule that dwarves can be rangers?
Otherwise...I suppose I'll make an elven ranger instead. Or maybe a human druid. I'll figure something out.
There are no churches of Erik in the South Coast, so no Druid regents.
Get into Discord, and discuss with us.
| GM_Panic |
Thanks Grumbaki, that really helps
A 73 is major cool
Ok lets do this, to get strength = 8d6 ⇒ (2, 4, 2, 2, 6, 6, 1, 4) = 27
Cool
Table 11
1d100 ⇒ 24 = Reynir
Wow perfect for an Elf.
God of the Earth:
Reynir was an elemental god connected to the earth, streams, and the hunt, and was one of the seven gods who died at Mt. Diesmar, leaving their divine essence behind.
Table 12: Three rolls
1: 1d100 ⇒ 9 = None
2: 1d100 ⇒ 26 = Enhanced Minor
3: 1d100 ⇒ 40 = Enhanced to Major*
Table 13
Minor = 1d100 ⇒ 11 Animal Affinity (All)
Will reroll.
Enhanced to Major* = 1d100 ⇒ 12 Animal Affinity (All)
totem animal "Cat"
[Enhanced Abilities (Major & Great):
Higher levels of Animal Affinity grant more powerful abilities:
Speak with Animals: The scion can communicate verbally with their totem animal]
REROLL
Minor = 1d100 ⇒ 69 Heightened Ability (Minor)
STR=[11][+0] 11
DEX=[20][+5] 17+2Race+1Heightened Ability (Minor)
CON=[10][+0] 12-2Race
INT=[18][+4] 13+2Race+3Age
WIS=[14][+2] 11+3Age
CHA=[19][+4] 16+3Age
| EltonJ |
Thanks Grumbaki, that really helps
A 73 is major coolOk lets do this, to get strength = 8d6
Cool
Table 11
1d100 = ReynirWow perfect for an Elf.
God of the Earth:
Reynir was an elemental god connected to the earth, streams, and the hunt, and was one of the seven gods who died at Mt. Diesmar, leaving their divine essence behind.Table 12: Three rolls
1: 1d100 = None
2: 1d100 = Enhanced Minor
3: 1d100 = Enhanced to Major*Table 13
Minor = 1d100 Animal Affinity (All)
Enhanced to Major* = 1d100 Animal Affinity (All)REROLL
Minor = 1d100 Heightened Ability (Minor)
you need to get on Discord with us.