The Kings Inheritance (Campaign Info + Character Thread)
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
The Kings Inheritance (Campaign Info + Character Thread)
***NOT ACCEPTING ADDITIONAL PLAYERS. SORRY, BUT WE ARE FULL****
"I've got my hands on a pretty sweet treasure map," the goblin Keb tells you. "Lets search for it, split the profits right down the middle."
The fairly reputable goblin shows you a map of a small fortress outside the kingdom of Millentide, known as the labyrinth of the wondrous kings. You may not know much of this fortress, but you do know this goblin fairly well and for him to split a treasure so evenly, you know he can't be lying.
You are a group of adventurers who have been working with this goblin for some time now, collecting a few trinkets, making a name for yourself, developing your abilities, or furthering your own personal cause or the cause of your god. Whatever the case, you're sure this treasure may be worth checking out.
Campaign Info-
Using these rules as opposed to 3.5 rules- Pathfinder_OGC
Mostly the same so to anyone who understands the fundamentals of 3.5 and D20 system, this shouldn't be too much of an issue.
Character Advancement - Pathfinder_OGC
We'll be going with a slow progression rate and everyone starts at level 2.
Any classes, races, feats and abilities and such should all be kept within that website. I will allow the third party stuff listed on the site. Some other races are kept in the monster section as well, which I will also allow.
As for subraces for particular races (like drow for elves), they exist as the standard race themselves. So if you want to play a Sun elf, use the elf. If you want to play a drow, use the elf. Etc etc etc.
You have 1,200 gold which can be spent on anything you want. The metropolis your in allows for virtually any item on the market. However, because of their danger, Alchemical items including all poisons cost 1.5x the original cost to anyone not an artificer or alchemist and require permits to have. Currently you do not have permits, but you can get them when the game starts.
HP is average with Maximum at first level. Ability scores start at 10 and use the point buy system with 20 points from pathfinder-
Ability Scores - Pathfinder_OGC
In the traits section, you have 2 traits of your choice and must be able to justify these traits as part of your background (i.e. it must make sense, getting the "Historian" trait for an orc barbarian who has never read a book in his life won't cut it for example, but an artificer who's made a living buying and selling the trinkets he makes and materials he needs could easily justify the "Dealer" trait).
Other than that, be sure to look over the basic rules and such for classes. Bards and paladins are no longer useless so don't rule them out, but overall every class is different than the original 3.5 ruleset. We'll start the game in a couple of weeks once everybody has had a chance to view these rules and stuff.
I have no limit for the amount of players, and if we get enough I may increase the XP progression rate to medium instead of slow, to accommodate for the reduced XP gain.
Any alignment is fine, just no party killers please.
***NOT ACCEPTING ADDITIONAL PLAYERS. SORRY, BUT WE ARE FULL****
"I've got my hands on a pretty sweet treasure map," the goblin Keb tells you. "Lets search for it, split the profits right down the middle."
The fairly reputable goblin shows you a map of a small fortress outside the kingdom of Millentide, known as the labyrinth of the wondrous kings. You may not know much of this fortress, but you do know this goblin fairly well and for him to split a treasure so evenly, you know he can't be lying.
You are a group of adventurers who have been working with this goblin for some time now, collecting a few trinkets, making a name for yourself, developing your abilities, or furthering your own personal cause or the cause of your god. Whatever the case, you're sure this treasure may be worth checking out.
Campaign Info-
Using these rules as opposed to 3.5 rules- Pathfinder_OGC
Mostly the same so to anyone who understands the fundamentals of 3.5 and D20 system, this shouldn't be too much of an issue.
Character Advancement - Pathfinder_OGC
We'll be going with a slow progression rate and everyone starts at level 2.
Any classes, races, feats and abilities and such should all be kept within that website. I will allow the third party stuff listed on the site. Some other races are kept in the monster section as well, which I will also allow.
As for subraces for particular races (like drow for elves), they exist as the standard race themselves. So if you want to play a Sun elf, use the elf. If you want to play a drow, use the elf. Etc etc etc.
You have 1,200 gold which can be spent on anything you want. The metropolis your in allows for virtually any item on the market. However, because of their danger, Alchemical items including all poisons cost 1.5x the original cost to anyone not an artificer or alchemist and require permits to have. Currently you do not have permits, but you can get them when the game starts.
HP is average with Maximum at first level. Ability scores start at 10 and use the point buy system with 20 points from pathfinder-
Ability Scores - Pathfinder_OGC
In the traits section, you have 2 traits of your choice and must be able to justify these traits as part of your background (i.e. it must make sense, getting the "Historian" trait for an orc barbarian who has never read a book in his life won't cut it for example, but an artificer who's made a living buying and selling the trinkets he makes and materials he needs could easily justify the "Dealer" trait).
Other than that, be sure to look over the basic rules and such for classes. Bards and paladins are no longer useless so don't rule them out, but overall every class is different than the original 3.5 ruleset. We'll start the game in a couple of weeks once everybody has had a chance to view these rules and stuff.
I have no limit for the amount of players, and if we get enough I may increase the XP progression rate to medium instead of slow, to accommodate for the reduced XP gain.
Any alignment is fine, just no party killers please.
***NOT ACCEPTING ADDITIONAL PLAYERS. SORRY, BUT WE ARE FULL****
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
I would love to join the new campaign if the DM agrees too. I will read the required links at once and make a character. Just bare with me.Siberys wrote:"I've got my hands on a pretty sweet treasure map," the goblin Keb tells you. "Lets search for it, split the profits right down the middle."
...
Campaign Info-
Using these rules as opposed to 3.5 rules- Pathfinder_OGC
Mostly the same so to anyone who understands the fundamentals of 3.5 and D20 system, this shouldn't be too much of an issue.
...
I have no limit for the amount of players, and if we get enough I may increase the XP progression rate to medium instead of slow, to accommodate for the reduced XP gain.
Any alignment is fine, just no party killers please.
Can we also choose from prestige classes? Not that I am that experienced. I am looking to the DM's advice now. Either way I tend to favor rogues
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Prestige classes are gonna be iffy for a little bit considering the balance of all the core classes. Feel free to use the PrC's on the website I've given but otherwise, I'm not too sure yet on outside sources.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
If we choose the Rich Parents trait, with how much gold we're starting?
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
I made a character too, but no background at this point. I will updated as soon as possible. Maybe if the DM can provide more information on the setting, that would really help.
Sodwah
Sodwah
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
@malinzaro
Thus far your character seems to be fine except for skills. In this game, characters do not have the x4 skill points at first level, so you only have 16 skill points, not 40.
Also, with that low of a charisma score, you may want to define your character flaws for your personality (are you ugly, are you angry, are you absent minded, etc etc).
@Kozeph
Just remember to change your XP to next level from 6000 to 7500.
Other than that, everything seems to be in order.
Thus far your character seems to be fine except for skills. In this game, characters do not have the x4 skill points at first level, so you only have 16 skill points, not 40.
Also, with that low of a charisma score, you may want to define your character flaws for your personality (are you ugly, are you angry, are you absent minded, etc etc).
@Kozeph
Just remember to change your XP to next level from 6000 to 7500.
Other than that, everything seems to be in order.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Alrighty, no problem on the cleric. You'll need to update your characters ability scores and fix a few things here and there but since you're learning, I'll let you do that on your own until you post a final character sheet here in a post.
Also, since I know so very little about pathfinder's campaign setting and only own the core rules for the game, I'm going to be using the geographical map but nothing else really.
Now, basically this means that this is a traveling based game, you won't be spending much time in a city. For that, I've provided rules for Keb, the Goblin Employer. I will expand on these rules as fast as I can but basically here's what I have so far-
Name-Keb Radek
Portrait- http://fc04.deviantart.net/fs26/i/2008/ ... Smolin.jpg
Race- Goblin
Racial Features-
# –2 Strength, +4 Dexterity, –2 Charisma
# Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
# Fast: Goblins are fast for their size, and have a base speed of 30 feet.
# Darkvision: Goblins can see in the dark up to 60 feet.
# Skilled: +4 racial bonus on Ride and Stealth checks.
# Languages: Goblin, Common
Class-Artificer 2
Class Features-
Proficency: Simple weapons, light armor, shields (except tower shields)
Elbow Grease: +2 on all craft checks. +4 at 6th level, +6 at 10th level.
Jack of All Trades: May use any skill untrained
Weird Science
Item Creation
Alignment-N
Level-2
HP-10/10
AC-14 (+1 size, +3 dex)
Touch-14
Flat Footed-11
Combat Maneuver Defense-12
Initiative-3
Speed-30ft
Str-12
Dex-16
Con-12
Int-15
Wis-12
Cha-10
Base Attack- +1
Combat Maneuver Bonus- +1
Attack-
+3 Adamantine Dagger
1d3+1
19/x2
Bypasses 20 points of hardness
+5 Crossbow
1D6+0
19/x2
Saves-
Fortitude--3+1=4
Reflex-----0+3=3
Willpower--3+1=4
Skills-
Craft(Caravan)--------2+2=4
Craft(Alchemy)--------2+2=4
Disable Device--------2+3=3
Knowledge Arcana------1+2=3
Knowledge Engineering-1+2=3
Ride(Cross-class)-----1+3=4
Spellcraft------------2+2=4
Use Magic Device------2+0=2
Feats-
1-Mounted Combat
A-Scribe Scroll
Weird Sciences per Day- 2
Equipment-
Adamantine Dagger
Light Crossbow
30 Crossbow Bolts
Caravan Shop*
Keb is an Artificer and can make you items, and as you progress along the adventure with him, his attitude towards your group will improve. The better the attitude, the lower the cost of many of his wares. However, there can also be an increase in cost even above the base cost of the item if you piss him off too much. Keb's attitude is currently at 10, consult the chart below for reference.
Attitude------General Cost
0----------------150%-----
1----------------150%-----
2----------------140%-----
3----------------130%-----
4----------------120%-----
5----------------115%-----
6----------------110%-----
7----------------105%-----
8----------------105%-----
9----------------100%-----
10---------------100%-----
11---------------100%-----
12---------------95%------
13---------------95%------
14---------------90%------
15---------------90%------
16---------------85%------
17---------------85%------
18---------------80%------
19---------------80%------
20---------------75%------
21---------------75%------
22---------------70%------
23---------------70%------
24---------------65%------
25---------------65%------
Keb favors upgrading his shop, finding raw materials, items and goods for him to use in experimentation, reaching deadlines he sets, avoiding unnecessary encounters.
Keb dislikes confrontation, coercion, blackmail/extortion, unnecessary detours, staying in city walls, having cargo damaged, being left out of the loop, and so on.
Those factors will increase or decrease the Keb Attitude track.
Keb is sort of a cohort to your characters. He will not accompany you on your adventure inside hazardous locations but will progress as you do. Aside from this level, he will always remain one level behind you guys (thus he won't level up until you guys reach level 4 and he becomes level 3).
I've provided rules for his character as well so you know what he's capable of doing/creating for you.
As said though, this is a work in progress so I'll provide more details on his caravan and upgrade possibilities later. Don't worry about the gold cost, I'm adjusting the campaign specifically to allow that to be a possibility.
Also, since I know so very little about pathfinder's campaign setting and only own the core rules for the game, I'm going to be using the geographical map but nothing else really.
Now, basically this means that this is a traveling based game, you won't be spending much time in a city. For that, I've provided rules for Keb, the Goblin Employer. I will expand on these rules as fast as I can but basically here's what I have so far-
Name-Keb Radek
Portrait- http://fc04.deviantart.net/fs26/i/2008/ ... Smolin.jpg
Race- Goblin
Racial Features-
# –2 Strength, +4 Dexterity, –2 Charisma
# Small: Goblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their CMB and CMD, and a +4 size bonus on Stealth checks.
# Fast: Goblins are fast for their size, and have a base speed of 30 feet.
# Darkvision: Goblins can see in the dark up to 60 feet.
# Skilled: +4 racial bonus on Ride and Stealth checks.
# Languages: Goblin, Common
Class-Artificer 2
Class Features-
Proficency: Simple weapons, light armor, shields (except tower shields)
Elbow Grease: +2 on all craft checks. +4 at 6th level, +6 at 10th level.
Jack of All Trades: May use any skill untrained
Weird Science
Item Creation
Alignment-N
Level-2
HP-10/10
AC-14 (+1 size, +3 dex)
Touch-14
Flat Footed-11
Combat Maneuver Defense-12
Initiative-3
Speed-30ft
Str-12
Dex-16
Con-12
Int-15
Wis-12
Cha-10
Base Attack- +1
Combat Maneuver Bonus- +1
Attack-
+3 Adamantine Dagger
1d3+1
19/x2
Bypasses 20 points of hardness
+5 Crossbow
1D6+0
19/x2
Saves-
Fortitude--3+1=4
Reflex-----0+3=3
Willpower--3+1=4
Skills-
Craft(Caravan)--------2+2=4
Craft(Alchemy)--------2+2=4
Disable Device--------2+3=3
Knowledge Arcana------1+2=3
Knowledge Engineering-1+2=3
Ride(Cross-class)-----1+3=4
Spellcraft------------2+2=4
Use Magic Device------2+0=2
Feats-
1-Mounted Combat
A-Scribe Scroll
Weird Sciences per Day- 2
Equipment-
Adamantine Dagger
Light Crossbow
30 Crossbow Bolts
Caravan Shop*
Spoiler
***IGNORE SPOILER'D TEXT***
Caravan Shop-
Throughout the course of this game you will make use of the caravan shop in many ways. Since I know virtually nothing of the cities in Pathfinder, or the geography or history, I'm instead having Keb be your go to merchant.
However, it's not as simple as "I buy this from keb" and "This" can be anything. I'll be implementing rules you can use for Keb, and as this game is going to be a bit of a heavy combat and travel oriented game, I suggest you use these instead of relying on city time. The Caravan shop is broken down into three sections, Shop, Storage, and Shelter. In this game you will be able to fund Keb's caravan shop if you so choose and allow him to expand and fortify anything and everything.
There will be four sections detailing the caravan, three for the above sections and a fourth "General" for miscellaneous upgrades and fortifications. Some of these upgrades can be simply purchased using gold or trading your wears to apply a credit to it instead of receiving half the sale price (i.e. if you mave a magic item worth 1000 gold, you can apply a credit of 1000 gold to upgrading the shop as opposed to selling it for 500 gold, this is only for fortifying the shop though, not for purchasing other items).
***IGNORE SPOILER'D TEXT***
Caravan Shop-
Throughout the course of this game you will make use of the caravan shop in many ways. Since I know virtually nothing of the cities in Pathfinder, or the geography or history, I'm instead having Keb be your go to merchant.
However, it's not as simple as "I buy this from keb" and "This" can be anything. I'll be implementing rules you can use for Keb, and as this game is going to be a bit of a heavy combat and travel oriented game, I suggest you use these instead of relying on city time. The Caravan shop is broken down into three sections, Shop, Storage, and Shelter. In this game you will be able to fund Keb's caravan shop if you so choose and allow him to expand and fortify anything and everything.
There will be four sections detailing the caravan, three for the above sections and a fourth "General" for miscellaneous upgrades and fortifications. Some of these upgrades can be simply purchased using gold or trading your wears to apply a credit to it instead of receiving half the sale price (i.e. if you mave a magic item worth 1000 gold, you can apply a credit of 1000 gold to upgrading the shop as opposed to selling it for 500 gold, this is only for fortifying the shop though, not for purchasing other items).
***IGNORE SPOILER'D TEXT***
Keb is an Artificer and can make you items, and as you progress along the adventure with him, his attitude towards your group will improve. The better the attitude, the lower the cost of many of his wares. However, there can also be an increase in cost even above the base cost of the item if you piss him off too much. Keb's attitude is currently at 10, consult the chart below for reference.
Attitude------General Cost
0----------------150%-----
1----------------150%-----
2----------------140%-----
3----------------130%-----
4----------------120%-----
5----------------115%-----
6----------------110%-----
7----------------105%-----
8----------------105%-----
9----------------100%-----
10---------------100%-----
11---------------100%-----
12---------------95%------
13---------------95%------
14---------------90%------
15---------------90%------
16---------------85%------
17---------------85%------
18---------------80%------
19---------------80%------
20---------------75%------
21---------------75%------
22---------------70%------
23---------------70%------
24---------------65%------
25---------------65%------
Keb favors upgrading his shop, finding raw materials, items and goods for him to use in experimentation, reaching deadlines he sets, avoiding unnecessary encounters.
Keb dislikes confrontation, coercion, blackmail/extortion, unnecessary detours, staying in city walls, having cargo damaged, being left out of the loop, and so on.
Those factors will increase or decrease the Keb Attitude track.
Spoiler
***IGNORE SPOILER'D TEXT***
Now, as for the Caravan, as said there are four sections you can upgrade in total. General, which would apply to defenses, general caravan upgrades, speed or strength increases, better mounts, etc etc. Shop upgrades influence the amount of items he will generally have in shop at all times (usually these are mundane items and equipment and expendable magic items). Storage upgrades increase the defense and protections of what you store, as well as extra space eventually duplicating the effects of bags of holding or portable holes. The Shelter upgrades increase protections for when you rest at night, your own personal storage defenses, and your beds and comfort.
Upgrading his shop also takes crafting time, however anyone with the ability to use craft woodworking, metalworking, blacksmithing, or use craft untrained may be able to help him and reduce the time it takes to complete an upgrade. Unless specifically stated, Keb will never alter the price of upgrading his own caravan based on the attitude track.
General-
~Light Wood Fortification: Begins with
The Caravan starts out with 200 HP in each section with 5 Hardness. The links chaining each caravan together are 5 Hardness and 10 hit points. Caravan has fire vulnerability and no resistances. This applies to all three caravans.
~Heavy Wood Fortification: 1500 GP, Three Days Crafting Time
Prerequisites- Light Wood Fortification.
The Caravan now has 500 HP and 10 Hardness. The links chaining each caravan together are 10 Hardness and 25 hit points. Caravan has fire vulnerability. This applies to all three caravans.
~Iron Fortification: 1000 GP, Three Days Crafting Time
Prerequisites- Light or Heavy Wood Foritification.
The Caravan now has Iron barring around each Caravan, increasing the hardness by 10.
~Iron Hull Replacement: 5000 GP, Two Weeks Crafting Time
Prerequisites: Light or Heavy Wood Fortification
The Caravan now has an Iron hull instead of a wooden one. Hardness is now 50, hit points are 1000, and no vulnerabilities. This applies to all three caravans.
~Magic Iron Defenses: 25,000 GP, 25 Days Item Creation Time
Prerequisites: Iron Fortification or Iron Hull Replacement
The Caravan now shrugs off 20% of all elemental or magic damage to it.
~Crossbow Platforms: 500 GP, 1 Days Crafting time
These unmanned ballistas function as Heavy Crossbows and deal 1D10 damage instead of 1D8. They must be manned to be used. Up to 2 Crossbow Platforms can be built on each caravan.
~Animate crossbows: 5000GP, 5 Days Item Creation Time
Prerequisites: Crossbow Platform in place
Animates crossbows to attack on command, as opposed to being manned. Attack bonus is +3 and damage remains the same. Functions as if using Rapid Reload.
~Magic Crossbows: XGP
Prerequisites: Crossbow platform in place
You can enchant each crossbow using the normal enchant weapon rules in the Pathfinder SRD. Whatever Kebs attitude ranking is to you will be the cost of the enchantment.
~Alarm Ward: 2000 GP, 2 Days Item Creation Time time
When anyone without the password enters the perimeter of the Alarm (40 Foot x 120 foot Oval spread), an Alarm sounds loud enough to be heard from up to 1 Mile Away or 500 feet underground.
~Powerful Alarm: 3000 Gp, 3 Days Item Creation time
Perimeter is doubled and sound can be heard from up to 10 miles away or 5 miles underground.
~Recall Point: 100,000 GP, 100 days Item Creation Time
When finished, keb will hand you each a device called a beacon, a small disc shaped stone that can fit in your pocket. Speaking the command word to the stone will immediately teleport you wherever you are on the material plane to the outside of the Caravan.
***IGNORE SPOILER'D TEXT***
Now, as for the Caravan, as said there are four sections you can upgrade in total. General, which would apply to defenses, general caravan upgrades, speed or strength increases, better mounts, etc etc. Shop upgrades influence the amount of items he will generally have in shop at all times (usually these are mundane items and equipment and expendable magic items). Storage upgrades increase the defense and protections of what you store, as well as extra space eventually duplicating the effects of bags of holding or portable holes. The Shelter upgrades increase protections for when you rest at night, your own personal storage defenses, and your beds and comfort.
Upgrading his shop also takes crafting time, however anyone with the ability to use craft woodworking, metalworking, blacksmithing, or use craft untrained may be able to help him and reduce the time it takes to complete an upgrade. Unless specifically stated, Keb will never alter the price of upgrading his own caravan based on the attitude track.
General-
~Light Wood Fortification: Begins with
The Caravan starts out with 200 HP in each section with 5 Hardness. The links chaining each caravan together are 5 Hardness and 10 hit points. Caravan has fire vulnerability and no resistances. This applies to all three caravans.
~Heavy Wood Fortification: 1500 GP, Three Days Crafting Time
Prerequisites- Light Wood Fortification.
The Caravan now has 500 HP and 10 Hardness. The links chaining each caravan together are 10 Hardness and 25 hit points. Caravan has fire vulnerability. This applies to all three caravans.
~Iron Fortification: 1000 GP, Three Days Crafting Time
Prerequisites- Light or Heavy Wood Foritification.
The Caravan now has Iron barring around each Caravan, increasing the hardness by 10.
~Iron Hull Replacement: 5000 GP, Two Weeks Crafting Time
Prerequisites: Light or Heavy Wood Fortification
The Caravan now has an Iron hull instead of a wooden one. Hardness is now 50, hit points are 1000, and no vulnerabilities. This applies to all three caravans.
~Magic Iron Defenses: 25,000 GP, 25 Days Item Creation Time
Prerequisites: Iron Fortification or Iron Hull Replacement
The Caravan now shrugs off 20% of all elemental or magic damage to it.
~Crossbow Platforms: 500 GP, 1 Days Crafting time
These unmanned ballistas function as Heavy Crossbows and deal 1D10 damage instead of 1D8. They must be manned to be used. Up to 2 Crossbow Platforms can be built on each caravan.
~Animate crossbows: 5000GP, 5 Days Item Creation Time
Prerequisites: Crossbow Platform in place
Animates crossbows to attack on command, as opposed to being manned. Attack bonus is +3 and damage remains the same. Functions as if using Rapid Reload.
~Magic Crossbows: XGP
Prerequisites: Crossbow platform in place
You can enchant each crossbow using the normal enchant weapon rules in the Pathfinder SRD. Whatever Kebs attitude ranking is to you will be the cost of the enchantment.
~Alarm Ward: 2000 GP, 2 Days Item Creation Time time
When anyone without the password enters the perimeter of the Alarm (40 Foot x 120 foot Oval spread), an Alarm sounds loud enough to be heard from up to 1 Mile Away or 500 feet underground.
~Powerful Alarm: 3000 Gp, 3 Days Item Creation time
Perimeter is doubled and sound can be heard from up to 10 miles away or 5 miles underground.
~Recall Point: 100,000 GP, 100 days Item Creation Time
When finished, keb will hand you each a device called a beacon, a small disc shaped stone that can fit in your pocket. Speaking the command word to the stone will immediately teleport you wherever you are on the material plane to the outside of the Caravan.
***IGNORE SPOILER'D TEXT***
Keb is sort of a cohort to your characters. He will not accompany you on your adventure inside hazardous locations but will progress as you do. Aside from this level, he will always remain one level behind you guys (thus he won't level up until you guys reach level 4 and he becomes level 3).
I've provided rules for his character as well so you know what he's capable of doing/creating for you.
As said though, this is a work in progress so I'll provide more details on his caravan and upgrade possibilities later. Don't worry about the gold cost, I'm adjusting the campaign specifically to allow that to be a possibility.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Ups. My mistake. Sorry about that. I presumed you have x4 skills at level 1. I will correct this now. By the way, while I was putting points I realized something is strange because I had far more points than needed, especially for a low INT character, but I thought that is the rogue plenty of points that made it.Siberys wrote:@malinzaro
Thus far your character seems to be fine except for skills. In this game, characters do not have the x4 skill points at first level, so you only have 16 skill points, not 40.
Also, with that low of a charisma score, you may want to define your character flaws for your personality (are you ugly, are you angry, are you absent minded, etc etc).
And yes, if you read any of my other bios you'll notice that most of the numbers I've put in there are defined in the background. Per example if the character has one skill trained is because he used it in the past, not it was magically granted, if his CON is low is because he is frail or sick somehow etc. I have a rough story in mind, but I didn't had enough time to put it on paper as to say.
Looking forward to the campaign. It looks great already.
P.S. I don't EXACTLY define things in the bio as in his intelligence is low because of I don't know what. I suggest things. I hope this is the correct way of doing it. Please let me know what do you think.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
No worries on all that.
And I'm not expecting an exact definition as to your low score. For instance, you don't have to go into detail in saying something like "He fumbles with words and stutters a lot;" that alone is perfectly fine in describing his deficiency.
And I'm not expecting an exact definition as to your low score. For instance, you don't have to go into detail in saying something like "He fumbles with words and stutters a lot;" that alone is perfectly fine in describing his deficiency.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
I did say it'd be a couple of weeks before we started.
I'm still working out a few kinks to the game but hopefully I'll be able to start on Saturday or Sunday.
In the meantime, we could still use a fourth.
I'm still working out a few kinks to the game but hopefully I'll be able to start on Saturday or Sunday.
In the meantime, we could still use a fourth.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Who is the third?
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Oh right. Sorry about that!kozeph wrote:you, blank and Me. I think
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
alrighty, started the game here-
http://www.gamebanshee.com/forums/forum ... 18063.html
For the time being I'm going to keep things simple instead of using the caravan idea I had (little bit too complex for the end result). Keb's attitude table though will remain. Magic items given to Keb instead of sold will give you a 75% base value of "credit" towards making a magic item. I.e., if you give Keb a Cloak of Resistance +1, normally 1000GP, you could sell it for 500 gold or give it to keb for 750 gold credit which can be used for magic item creation.
Magic item creation will be necessary in some areas, as not all towns are thriving metropolises. Invest wisely.
So, you'll be stopping in several cities along the way, and you'll be able to do shopping there if needed.
House Rules-
~Outside of Combat/Encounters, all curing spells/magic items are maximized. A 1D8+1 cure light wounds wand will heal 9 damage automatically so long as you are not doing anything strenuous.
~Resurrections give negative levels, not loss of levels. Negative levels go away upon level up.
~Leadership is not allowed (I'm adjusting the campaign specifically to your three characters, not just 3 characters).
~Mordenkainen's disjunction (SRD: Mage's Disjunction) will not be used by enemies if you don't use it. If you choose to use it, then enemies can/will use it.
http://www.gamebanshee.com/forums/forum ... 18063.html
For the time being I'm going to keep things simple instead of using the caravan idea I had (little bit too complex for the end result). Keb's attitude table though will remain. Magic items given to Keb instead of sold will give you a 75% base value of "credit" towards making a magic item. I.e., if you give Keb a Cloak of Resistance +1, normally 1000GP, you could sell it for 500 gold or give it to keb for 750 gold credit which can be used for magic item creation.
Magic item creation will be necessary in some areas, as not all towns are thriving metropolises. Invest wisely.
So, you'll be stopping in several cities along the way, and you'll be able to do shopping there if needed.
House Rules-
~Outside of Combat/Encounters, all curing spells/magic items are maximized. A 1D8+1 cure light wounds wand will heal 9 damage automatically so long as you are not doing anything strenuous.
~Resurrections give negative levels, not loss of levels. Negative levels go away upon level up.
~Leadership is not allowed (I'm adjusting the campaign specifically to your three characters, not just 3 characters).
~Mordenkainen's disjunction (SRD: Mage's Disjunction) will not be used by enemies if you don't use it. If you choose to use it, then enemies can/will use it.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Sodwah's bio is updated (not final though). I am looking for advice from the DM to link him to Keb.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
That's totally up to you. You could say that Keb rescued you or that you eventually found your way to the surface near Starfall or whatever.
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged