Grim_ Posted February 21, 2011 Share Posted February 21, 2011 [hide]"Be it so known that the bearer of this charter has been Charged by the swordlords of Restov acting upon the greater good and authority vested within them by the office of the Regent of the Dragonscale Throne, has granted the right of exploration and travel within the wilderness region known as the Greenbelt. Exploration should be limited to an area no further than thirty-six miles east and west and sixty miels south of Oleg's Trading post. The carrier of this chrater should also strive against banditry and other unlawful behavior to be encountered. The punishment for unrepentant banditry remains, as always execution by sword or rope. So witnessed on this 24th day of Calistril, under watchful eye of the Lordship of Restov and authority granted by Lord Roleski Surtova, current Regent of the Dragonscale Throne" So reads the charter granted to you by none other than the Lord of Restove. It grants you the right, no the privelege to explore and conquer the stolen lands along with three other teams of hardened mercenaries and adventurers for the greater glory of restov. United by this common duty you come from all walks of life to seek fame and fortune, gold and glory and perhaps even something as great as a crown or a fief to be found or founded in the wilds of the Stolen lands.[hide] Be it so known that the bearers of this charter, having delivered thenorthern reaches of the Greenbelt from the scourge of banditry,having provided detailed maps of the lay of the land, and havingdone no small amount of work in the exploration of said land and theculling of hostile monsters and indigenous hazards, are hereby grantedthe right to rule. The nature and laws of rule are theirs to define, andthe wellbeing of this new nation is theirs to protect. In accordance forproviding a stable nation to the south of central Rostland, let therebe a generous stipend of funds, support, and advice provided to thisfledgling nation as a token of Restov and Brevoys goodwill, suchthat future relations between kingdoms might be mutually beneficial.So witnessed under the watchful eye of the Lordship of Restov andby the authority granted by Lord Noleski Surtova, current Regent ofthe Dragonscale Throne. Brief descriptionWe will be starting at level one with a 25 point buy system. Each character is alloted two traits on creation and starts with two hero points. The campaign will be set in the stolen land section of the river kingdoms as detailed by the players guide available for download. In addition you will start with two hero points whose use is detailed in the srd as well as the advanced players guide. To further clarify we will be using the "fast" progression as detailed in the players handbook/srd. Resources: Point buy calculator:http://tools.digitalightbulb.com/pbcalc.html Character sheet generator:http://www.trovetokens.com/pathfinder.html Excel character sheet generator:http://www.mediafire.com/file/savilaa3am2dpp6/PRPG_CS_v_0_9_1.xls Character sheet .pdf (for those of you who like to keep track the old fashioned way/keep a hard copy)http://www.mediafire.com/file/r297mxk334lrd5d/PathfinderRPGCharacterSheet.pdf River Kingdoms player guide:[Removed] http://paizo.com/store/games/roleplayingGames/p/pathfinderRPG/paizo/pathfinderAdventurePath/kingmaker/v5748btpy8dqh&source=search Core rules:[Removed] Advanced Players guide:[Removed] Beastiary:[Removed] Pathfinder srd (rules compendium):http://www.d20pfsrd.com/ Maptool (Note we will be using 1.3.b81):http://www.rptools.net/index.php?page=downloads#MapTool Link to the token packs that I'm usinghttp://www.immortalnights.com/tokensite/tokenpacks.html Contact info: Skype email[email protected] Messenger email[email protected] Gmail email[email protected] SERVER INFOIp: 208.106.7.22Port: 51234 Map of exploration (with explored areas labeled)[hide] [/hide] Rules as to exploration (detailed in the charter) [hide]Traveling (Time to cross 1 hex)Party Speed Plains All Other Terrains15 feet 11 hours 16 hours20 feet 8 hours 12 hours30 feet 5 hours 8 hours40 feet 4 hours 6 hours50 feet 3 hours 5 hoursExploring (Time to fully explore 1 hex)MountainParty Speed Plains Forest or Hill or Swamp15 feet 3 days 4 days 5 days20 feet 2 days 3 days 4 days30 feet 1 day 2 days 3 days40 feet 1 day 1 day 2 days50 feet 1 day 1 day 1 day[/hide] Kingdom Sheet Kingdom grid On a note towards sessions: Sessions will be done at one to two day intervals with a session length ranging from 3-4 hours (could be more or it could be less). After the week long break is over something else will be decided (depending upon the schedule of other more entrenched games) Link to comment Share on other sites More sharing options...
Seraphi Posted February 21, 2011 Share Posted February 21, 2011 I finished working on my character sheet. It looks like alchemist is going to be a pretty fun class to play as. Also, I used the equipment pdf for the standard 3.5 game, because I couldn't find the one for things like acid flasks, alchemist's fire, and sunrods on the pathfinder srd. Hope that's okay. Link to comment Share on other sites More sharing options...
Alg Posted February 21, 2011 Share Posted February 21, 2011 Looks fun. Will have to look over the rules though I painted some stuff and put it on tumblr Link to comment Share on other sites More sharing options...
Grim_ Posted February 21, 2011 Author Share Posted February 21, 2011 Basic kingdom stats[hide]Alignment: A kingdom’s alignment affects itsstatistics, so choose your kingdom’s alignment carefully.Lawful kingdoms gain a +2 bonus on Economy checks.Chaotic kingdoms gain a +2 bonus on Loyalty checks.Good kingdoms gain a +2 bonus on Loyalty checks. Evilkingdoms gain a +2 bonus on Economy checks. Neutralkingdoms gain a +2 bonus on Stability checks (a trulyneutral kingdom gains this bonus twice). Size: Count the number of hexes your kingdomcomprises and record that number here. This numberaffects a kingdom’s Consumption and its Control DC. Control DC: A kingdom’s Control DC is 20 + its size; thisvalue is the DC you’ll be rolling against most often withyour kingdom’s Stability, Economy, and Loyalty checks. Population: Actual population numbers do not factorinto your kingdom’s statistics, but it can be fun to trackthe number anyway. A kingdom’s population is equal to itssize × 250 + the total population of each of its cities. Stability, Economy, and Loyalty: These three valuesare analogous to saving throws. You make Stabilitychecks during a kingdom’s Upkeep phase to determinewhether it remains secure. You make Economy checksduring a kingdom’s Income phase to determine howmuch its treasury increases. You make Loyalty checks tokeep the public peace. A kingdom’s initial scores in allthree of these categories is 0 + the kingdom’s alignmentmodifiers. A natural 1 is always a failure for these checks,and a natural 20 is always a success. Unrest: A kingdom’s Unrest value indicates howrebellious its people are. A kingdom’s Unrest score isapplied as a penalty on all Stability, Economy, and Loyaltychecks. If a kingdom’s Unrest is above 10, it begins to losecontrol of hexes it has claimed. If a kingdom’s Unrest scoreever reaches 20, it falls into anarchy. While in anarchy,a kingdom can take no action and treats all Stability,Economy, and Loyalty check results as 0. Restoring orderonce a kingdom falls into anarchy typically requires anumber of quests and lengthy adventures by the kingdom’swould-be leaders—if your PCs’ kingdom falls intoanarchy, you can either assume the Kingmaker AdventurePath is over (as you might if all of the PCs were slain in anencounter), or you can simply let the PCs “restart” a newkingdom elsewhere in the Stolen Lands. Unrest can nevergo below 0—adjustments that would normally reduceUnrest lower than 0 are wasted. Consumption: A kingdom’s prosperity is measuredby the Build Points (abbreviated BP) in its treasury, andits Consumption indicates how many BP it costs to keepthe kingdom functioning. If a kingdom is unable to payits Consumption, its Unrest increases by 2. A kingdom’sConsumption is equal to its size plus the number of citydistricts it contains plus adjustments for Edicts minus 2per farmland. Treasury: As your kingdom earns money, favors,resources, and power, its Build Point total increases. In theKingmaker Adventure Path, you begin with 50 BP in yourkingdom’s treasury (this amount is bestowed upon you bythe swordlords of Restov).Special Resources: If your kingdom includes any specialresources (see below), record them here.Leadership: Write in the names of the PCs or NPCsfilling each of the 11 leadership roles here, along with theirappropriate modifiers[/hide] Special resources[hide]Special ResourcesSome hexes do more than just add size to a kingdom—they also add resources and impact a kingdom’s Stability,Economy, Loyalty, and other elements. Bridge: A bridge hex negates the cost increase of buildinga road that crosses a river.Building: If you establish a city in a hex at a buildinglocation, you can incorporate the building into the cityas a free building—the encounter indicates what type of building. Cave: Caves can be used as defensive fallback points,storage, or even guard posts or prisons. A cave hex increasesa kingdom’s Stability by 1. Landmarks: Landmarks are sites of great pride,mystery, and wonder. They serve well to bolster akingdom’s morale. A landmark hex increases a kingdom’sLoyalty by 1. Road: A hex with a road in it allows for much easiertravel. For every four road hexes your kingdom controls,the kingdom’s Economy increases by 1. For every eight roadhexes your kingdom controls, its Stability increases by 1.Ruins: A ruin can be incorporated into a city as abuilding—doing so halves the cost of the building, as theruin only needs to be repaired rather than having to bebuilt from the ground up. The encounter indicates whattype of building a repaired ruin counts as. See page 58 fora list of building types. Towns: A town consists of an established settlement—claiming a town hex is an excellent way to add a fullyfunctional city to a kingdom. In order to claim a town hexpeacefully, the annexing kingdom must make a Stabilitycheck (DC = Command DC). Failure indicates that radicalsand upstarts in the town increase your kingdom’s Unrestscore by 2d4. Resources: Resources include particularly valuablesources of lumber, metal, gems, food, or the like. A resourcehex increases a kingdom’s Economy by 1.[/hide] Required positions[hide] The ruler is the primary leader of the kingdom. Unlike the otherleadership roles, a ruler uses one of three distinct titles, dependingon the current size of the kingdom. For a kingdom of size 1–20,its ruler is known as a baron or baroness. For a kingdom of size21–80, its ruler is known as a duke or duchess. A kingdom of size81 or higher is ruled by a king or queen.Benefit A baron or baroness chooses one of a nation’s statistics(Economy, Loyalty, or Stability) and modifies that score bya value equal to the character’s Charisma modifier. A dukeor duchess chooses two of these values to modify. A king orqueen modifies all three values.Vacancy Penalty A kingdom without a ruler cannot claim newhexes, create farmlands, build roads, or purchase city districts.Increase Unrest by 4 during each Upkeep phase in which thekingdom has no ruler.Special Two characters can fill this role if they become married, inwhich case the two rulers can jointly command the kingdom.Both rulers apply their Charisma modifiers to the kingdom’sStability, Economy, and Loyalty checks as appropriate for theirrank, and as long as one of the two rulers is present for 1 weekper month, they avoid the vacancy penalty. CouncilorThe councilor ensures that the will of the citizenry is represented.Benefit Increase Loyalty by a value equal to the Councilor’sWisdom or Charisma modifier.Vacancy Penalty Decrease Loyalty by 2; the kingdom cannotgain benefits from festivals. Increase Unrest by 1 during eachUpkeep phase in which the kingdom has no Councilor. GeneralThe General commands the kingdom’s armies and is a public hero.Benefit Increase Stability by a value equal to the General’sStrength or Charisma modifier.Vacancy Penalty Decrease Stability by 4. Grand DiplomatThe Grand Diplomat oversees international relations Benefit Increase Stability by a value equal to the Grand Diplomat’sIntelligence or Charisma modifier.Vacancy Penalty Decrease Stability by 2; the kingdom cannotissue Promotion Edicts. High PriestThe high priest guides the kingdom’s religious needs and growth.Benefit Increase Stability by a value equal to the High Priest’sWisdom or Charisma modifier.Vacancy Penalty Decrease Stability and Loyalty by 2. IncreaseUnrest by 1 during each Upkeep phase in which the kingdomhas no High Priest. MagisterThe Magister guides a kingdom’s higher learning and magic.Benefit Increase Economy by a value equal to the Magister’sIntelligence or Charisma modifier.Vacancy Penalty Decrease Economy by 4. MarshalThe Marshal helps organize patrols and enforces justice in ruraland wilderness regions.Benefit Increase Economy by a value equal to the Marshal’sDexterity or Wisdom modifier.Vacancy Penalty Decrease Economy by 4. Royal AssassinThe Royal Assassin can serve as a public executioner, a headsman,or a shadowy assassin.Benefit Increase Loyalty by a value equal to the Royal Assassin’sStrength or Dexterity modifier. Fear inspired by the RoyalAssassin reduces Unrest by 1 during each Upkeep phase.Vacancy Penalty A kingdom without a Royal Assassin suffers novacancy penalty. SpymasterThe Spymaster observes the kingdom’s underworld and criminalelements and spies on other kingdoms.Benefit Increase Loyalty, Economy, or Stability (Spymaster’schoice) by a value equal to the Spymaster’s Dexterity orIntelligence modifier. The Spymaster can change which valuehe modifies during the kingdom’s Improvement phase (butonly once per phase).Vacancy Penalty Reduce Economy by 4 because of out-of-controlcrime. Increase Unrest by 1 during each Upkeep phase in whichthe kingdom has no Spymaster. TreasurerThe Treasurer organizes tax collection, and manages the treasury.Benefit Increase Economy by a value equal to the Treasurer’sIntelligence or Wisdom modifier.Vacancy Penalty Reduce Economy by 4; the kingdom cannot collect taxes WardenThe Warden leads the kingdom’s defense and city guards.Benefit Increase Loyalty by a value equal to the Warden’s Strengthor Constitution modifier.Vacancy Penalty Reduce Loyalty by 4 and Stability by 2.[/hide] EDICTS:Kingdom EdictsPromotion Stability ConsumptionType Bonus IncreaseNone –1 —Token +1 1 BPStandard +2 2 BPAggressive +3 4 BPExpansionist +4 8 BPTaxation Level Economy Bonus Loyalty PenaltyNone +0 +1Light +1 –1Normal +2 –2Heavy +3 –4Overwhelming +4 –8ConsumptionFestivals per Year Loyalty Bonus IncreaseNone –1 —1 +1 1 BP6 +2 2 BP12 +3 4 BP24 +4 8 BP Buildings[hide]Academy (52 BP): An institution of higher learningthat can focus on any area of knowledge or education,including magic. Halves cost of Caster’s Tower, Library,and Magic Shop in same city; 3 minor items, 2 medium items; Alchemist (18 BP; must be adjacent to 1 house): Thelaboratory and home of a creator of potions, poisons, andalchemical items. City base value 1 minor item Arena (40 BP): A large public structure for competitions,demonstrations, team sports, or bloodsports. Halves cost ofGarrison or Theater in same city; halves Consumption increasepenalty for festival edicts; limit one per city. Barracks (12 BP): A building to house city guards,militia, and military forces. Black Market (50 BP; must be adjacent to 2 houses):A number of shops with secret and usually illegal ordangerous wares. City base value 2 minor items, 1medium item, 1 major item; Brewery (6 BP): A building for beermaking, winemaking,or similar use. Brothel (4 BP; must be adjacent to 1 house): A place topay for companionship of any sort. Caster’s Tower (30 BP): The home and laboratory for aspellcaster. 3 minor items, 2 medium items; Castle (54 BP): The home of the city’s leader or the heartof its defenses. Halves cost of Noble Villa or Town Hall in samecity; ; limit one per city. Cathedral (58 BP): The focal point of the city’s religionand spiritual leadership. Halves cost of Temple or Academyin same city; halves Consumption increase penalty for promotionedicts; 3 minor items, 2 medium items;limit one per city. City Wall (8 BP): City walls do not occupy a city block—rather, purchasing a city wall fortifies one of a district’sfour outer borders. A city wall cannot be built on a waterborder. Dump (4 BP): A centralized place to dispose of refuse. Exotic Craftsman (10 BP; must be adjacent to 1 house):The workshop and home of an exotic craftsman, such asa creator of magic items, a tinker, a fireworks maker, or aglassblower. 1 minor item; Garrison (28 BP): A large building to house armies, trainguards, and recruit militia. Halves cost of City Wall, Granary,and Jail in same city. Granary (12 BP): A place to store grain and food. .Graveyard (4 BP): A plot of land to honor and bury thedead. Guildhall (34 BP; must be adjacent to 1 house): A largebuilding that serves as headquarters for a guild or similarorganization. halves cost of Pier, Stable, and Tradesman in same city. Herbalist (10 BP; must be adjacent to 1 house): Theworkshop and home of a gardener, healer, poisoner, orcreator of potions. 1 minor item. House (3 BP): A number of mid-sized houses for citizens.Houses serve as prerequisites for many other buildings.The first house you build during any Improvement Phasedoes not count against the total number of buildings youcan build during the phase. Inn (10 BP; must be adjacent to 1 house): A place forvisitors to spend the night. Jail (14 BP): A fortified structure for housing criminals. Library (6 BP): A large building containing books, oftenpresided over by a sage or other scholar. Luxury Store (28 BP; must be adjacent to 1 house): Ashop that specializes in expensive wares and luxuries. 2 minor items. Magic Shop (68 BP; must be adjacent to 2 houses): A shopthat specializes in magic items and spells. 4 minor items, 2 medium items, 1 major item; Mansion (10 BP): A single huge manor housing a richfamily and its servants. Market (48 BP; must be adjacent to 2 houses): An open areafor mercantile pursuits, traveling merchants, and bargainhunters. halves cost of Black Market, Inn,and Shop in same city; 2 minor items. Mill (6 BP; must be next to a water border): A buildingused to cut lumber or grind grain. Monument (6 BP): A monument can be a statue of a cityfounder, a bell tower, a large tomb, or a public display ofart. Noble Villa (24 BP): A sprawling manor with luxuriousgrounds that houses a noble. Halves cost of Exotic Craftsman,Luxury Store, and Mansion in same city. Park (4 BP): A plot of land set aside for its natural beauty. Piers (16 BP; must be adjacent to a water border):Warehouses and workshops for docking ships andhandling cargo and passengers. Shop (8 BP; must be adjacent to 1 house): A general store. Shrine (8 BP): A small shrine or similar holy site. 1 minoritem; Smith (6 BP): An armor smith, blacksmith, or weaponsmith. Stable (10 BP; must be adjacent to 1 house): A structurefor housing or selling horses and other mounts. Tannery (6 BP; cannot be adjacent to a house): A structurethat prepares hides and leather. Tavern (12 BP; must be adjacent to 1 house): An eatery ordrinking establishment. Temple (32 BP): A large place of worship dedicated to adeity. Halves cost of Graveyard, Monument, and Shrine in samecity; Tenement (1 BP): A staggering number of low-rent,cheap housing units. Tenements count as houses forthe purpose of fulfilling building requirements, butbuilding too many tenements can increasea kingdom’s Unrest quickly. You canbuild a house over an existing tenementfor 2 BP. Theater (24 BP): A venue for providingentertainment such as plays, operas,concerts, and the like. Halves cost of Brothel, Park, andTavern in same city; Town Hall (22 BP): A public venue for town meetingsand repository for town records. Halves cost of Barracks,Dump, and Watchtower in same city; Tradesman (10 BP; must be adjacent to 1 house): Ashopfront for a tradesman, such as a baker, butcher, candlemaker, cooper, or rope maker. Watchtower (6 BP): A tall structure that serves as aguard post and landmark. Waterfront (90 BP; must be adjacent to a water border):A port for arrival and departure when traveling by water,facilities for building ships, and a center of commerce.3 minor items, 2 medium items, 1 majoritem; halves cost of Guildhall and Market in same city, halvesLoyalty penalty for tax edicts; limit one per city[/hide] Phases[hide]Upkeep PhaseDuring a kingdom’s Upkeep phase, take the followingactions. If your kingdom currently controls 0 hexes, skipthis phase and proceed to the Improvement phase. Step 1—Determine Kingdom Stability: Make aStability check against your Command DC to determineyour kingdom’s level of security for the month. If youmake the check, reduce your kingdom’s Unrest by 1 (ifyour Unrest is at 0, gain 1 BP as a result of surplus goodsand services). If you fail this check by 5 or more, increaseUnrest by 2. Step 2—Pay Consumption: Deduct your kingdom’sConsumption from the kingdom’s Treasury BP. If youaren’t able to pay for the month’s Consumption, yourkingdom’s BP drops into the negative. Every time you endan Upkeep phase with negative BP in your Treasury, yourkingdom’s Unrest increases by 2. Step 3—Fill Vacant Magic Item Slots: If there are anyvacant magic item slots in any cities, randomly roll newitems to fill these slots. Step 4—Unrest: If the kingdom’s Unrest is 11 or higher,it loses one hex chosen by the kingdom’s leaders. Anyimprovements in that hex (farmlands and roads) are lost andmust be rebuilt after the hex is reclaimed. Any settlementsin that hex become towns that must be annexed if they areto be reclaimed into the kingdom (see page 56). Finally, ifthe kingdom employs a Royal Assassin, reduce your totalUnrest by 1 at the end of this phase. Improvement PhaseDuring a kingdom’s Improvement phase, take the followingactions. The number of improvements you can make duringa single phase is limited by your kingdom’s size; see theImprovements per Month table for these limits. Step 1—Select Leadership: Assign leaders to any vacantleadership roles. Leaders must be PCs or closely alliedNPCs. You can change leaders as often as you want withno impact on your nation’s statistics (apart from changingwhat bonuses apply, as the ability scores of leaders differ);reallocating roles allows you to give every player a chanceto play the role of ruler if you wish. Step 2—Claim Hexes: Each hex on the maps of theStolen Lands measures 12 miles across, and the PCs’kingdom must be built hex by hex. To claim a hex, youmust explore it and clear it of monsters or dangeroushazards; the hex must also be adjacent to a hex that isalready part of the kingdom (with the exception of the firsthex, which can be anywhere). At this point, you can claimthe hex as part of the kingdom by spending 1 BP. Increaseyour kingdom’s size (and thus its Consumption) by 1 foreach hex you claim. You can abandon a hex to reduce yourkingdom’s Size. Doing so increases Unrest by 1 (or by 4, ifthe abandoned hex contained a city). Step 3—Establish and Improve Cities: Prepare land forcity districts and then purchase new buildings for yourkingdom’s cities. The building’s adjustments to your nationapply immediately. You can also destroy buildings at thistime in order to clear a space to build something new; ifyou destroy a building, don’t forget to remove its benefitsfrom your kingdom’s statistics! Step 4—Build Roads: Roads have an immediate initialcost but over the long term can pay for the investmenthandsomely. It costs 1 BP to build a road though a hex.This cost increases to 2 BP in forests and to 4 BP in swampsand mountains. If the road crosses a river, a bridge must bebuilt—this doubles the road’s cost. Step 5: Establish Farmlands: You can develop anygrassland or hill hex that contains roads into farmlandsto help sustain your kingdom’s Consumption. It costs 2BP to designate a grassland hex as farmland and 4 BP todesignate a hill hex as farmland. You cannot build a cityon a farmland hex. Every farmland hex in your kingdomreduces your Consumption by 2 BP. Step 6: Edicts: Pick or adjust your edict levels (see page55) as you wish. Income PhaseDuring a kingdom’s Income phase, take the followingactions. Step 1—Deposits: You can add funds to a kingdom’streasury by donating coins, gems, jewelry, weapons,armor, magic items, and other valuables you find whileadventuring. For every full 4,000 gp in value of the deposit,increase your kingdom’s BP by 1. Items that individuallycost more than 4,000 gp must be sold as detailed underStep 3 below. Step 2—Withdrawals: You can also withdraw fundsfrom the kingdom’s treasury, but doing so runs the riskof annoying the citizens. Each time you withdraw funds,the kingdom’s Unrest increases by 1. In addition, you mustmake a Loyalty check (DC = Command DC + number ofBP being withdrawn); a failure causes your kingdom togain Unrest equal to the total BP withdrawn. Each BPwithdrawn in this manner converts into 2,000 gp. Step 3—Sell Valuable Items: You can attempt to sell itemsthat cost more than 4,000 gp through your city’s marketsto bolster your kingdom’s Treasury; these can be items yourecover during an adventure or they can be magic itemscurrently held by any of your cities. To sell these items,make an Economy check (DC 20 for minor items, DC 35 formoderate items, and DC 50 for major items). A failed checkindicates the item doesn’t sell. Success indicates that theitem sells and you can increase your kingdom’s treasuryby 2 BP (for minor items), 8 BP (for moderate items), or 15BP (for major items). You can make one Economy check percity district during each Income phase. Step 4—Generate Income: Make an Economy checkagainst your Command DC at the end of your Incomephase. If you’re successful, divide your result by 5(dropping any fractions) and increase your Treasury’s BPby that amount.[/hide] Link to comment Share on other sites More sharing options...
Corvus Posted February 21, 2011 Share Posted February 21, 2011 I would consider playing when it fits in my schedule, though I would like to ask if it would be acceptable for me to run a Tengu character (off of the list of possible nonstandard races from the core rules with stats in the bestiary) Thanks to DrCue at DeviantArt for the signature source Link to comment Share on other sites More sharing options...
Grim_ Posted February 21, 2011 Author Share Posted February 21, 2011 Sessions will be determined (mostly) later. I would like to have a session starting at around 10 in the morning my time (Though depending upon how things go it could obviously change). I don't know what will happen once dungeoneering ends (well this plot arc). I can conform to a great degree on weekends (less so on weekdays) as to time schedule and depending upon how well I prepare sessions will last from 3-4 hours. As for the Tengus, sure go for it. The same prejudice that applies to drow applies (admittedly to a lesser extent) to you though. People will assume that you will try to steal from them (or are part of a thieves guild, though those are not exactly mutually exclusive) and in general be rather un trusting of you. I'll leave why you have the charter to you though. Link to comment Share on other sites More sharing options...
Corvus Posted February 21, 2011 Share Posted February 21, 2011 Okay, in terms of that scheduling I am completely unable to take part in this. Thanks to DrCue at DeviantArt for the signature source Link to comment Share on other sites More sharing options...
Earth Posted February 21, 2011 Share Posted February 21, 2011 I have my sheet, but how do I give it to you? Youtube account: Earthgragonsage; currently uploading not an effing thing.[hide=Memorable Crossroads Quotes.]Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.[/hide] Link to comment Share on other sites More sharing options...
Retech Posted February 21, 2011 Share Posted February 21, 2011 Could you explain the difference between this version and the 3.5 that we were playing before? Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
Icuownage Posted February 21, 2011 Share Posted February 21, 2011 Christ that's a lot to look at, I'll do my stuff and post it on here. How the hell do I pick a diety? Is there a list of them somewhere, cause I can't find it :S. It's a REALLY big shaft.I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time? Link to comment Share on other sites More sharing options...
Seraphi Posted February 21, 2011 Share Posted February 21, 2011 Could you explain the difference between this version and the 3.5 that we were playing before?Pathfinder is basically 3.75. There are very few major changes, most of it is just balancing so that non magic characters have more options to choose from. It's also free from Wizards of the Coast and their silly lawsuit squabbles. Grim, you are EST time, right? 10AM for you is 3:00 PM for me, which, on a weekend, is pretty good for me (And Icu I would guess). Not sure about everyone else. Edit: Icu, here http://pathfinder.wikia.com/wiki/Portal:Religion That's just a general pathfinder diety list. Not sure if Grim wants to specialise based on region. Link to comment Share on other sites More sharing options...
Retech Posted February 21, 2011 Share Posted February 21, 2011 I will probaly want to play as a Drow, so I will just be figuring that out. --- And I can't find the Drow rules anywhere. Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
Seraphi Posted February 21, 2011 Share Posted February 21, 2011 Well, just remember that people are going to hate you if you are a drow. EDIT: Unfortunate, but surely it wouldn't be too difficult to play as a dark skinned elf and call yourself a drow instead? Link to comment Share on other sites More sharing options...
Grim_ Posted February 21, 2011 Author Share Posted February 21, 2011 Yes it's in the first post retech. The main changes for pathfinder are again some tweaks to balance (like not giving clerics heavy armor proficiency) and adding some flavor to pretty much every class as well as changes to certain mechanics. Ross I'm using pacific standard time so that would be 6 in the afternoon for you (I believe). EDIT: Drow rules are in the beastiary Link to comment Share on other sites More sharing options...
Retech Posted February 21, 2011 Share Posted February 21, 2011 Well, just remember that people are going to hate you if you are a drow. EDIT: Unfortunate, but surely it wouldn't be too difficult to play as a dark skinned elf and call yourself a drow instead? Drows have different advantages and disadvantages (and kewl weapons) than regular elves. I haven't chosen Drow yet, but I am looking into it. Otherwise, probaly some other variant of elf. Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
Earth Posted February 21, 2011 Share Posted February 21, 2011 Grim, how do I post my character sheet for you? Youtube account: Earthgragonsage; currently uploading not an effing thing.[hide=Memorable Crossroads Quotes.]Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.[/hide] Link to comment Share on other sites More sharing options...
Seraphi Posted February 21, 2011 Share Posted February 21, 2011 6 in the afternoon should be okay, hopefully. Link to comment Share on other sites More sharing options...
Grim_ Posted February 21, 2011 Author Share Posted February 21, 2011 Fair warning, in pathfinder there are two types of elves (well aside from the variants in the advanced players guide) Elves and Drow. Honestly there was no need for the vast sum of different elves and dwarves in 3.x. If you want something slightly different culture wise PM me about it. EDIT: Just copy and paste the writing on it and PM it to me or post it in the thread. I can keep the first level character sheets on the thread (or in a mediafire archive or both) for ease of access. Link to comment Share on other sites More sharing options...
Seraphi Posted February 21, 2011 Share Posted February 21, 2011 Well, just remember that people are going to hate you if you are a drow. EDIT: Unfortunate, but surely it wouldn't be too difficult to play as a dark skinned elf and call yourself a drow instead? Drows have different advantages and disadvantages (and kewl weapons) than regular elves. I haven't chosen Drow yet, but I am looking into it. Otherwise, probaly some other variant of elf.Alright, just remember to try your best to roleplay and not just take the things which are most advantagous to you as a player. Link to comment Share on other sites More sharing options...
Retech Posted February 21, 2011 Share Posted February 21, 2011 Heh, choosing a hated race that does not do well in the sun is not exactly advantageous. :P Which rulebook/sets are we using? Master of your domain? I am Lord of the manor, Queen of the castle, King of the county! Former moderator of the original DungeoneeringFormer moderator of Ye Olde HegemonyModerator of the remake of DungeoneeringFormer Empress of the Lichten Empire (Hegemony)Former President of the United States (Hegemony)Former Emporer of Imperial Japan (Hegemony)Czarina Catherine of Imperial Russia (Hegemony The only difference between a disagreement between friends, an argument between strangers, and a feud between enemies is the ability to reconcile. Link to comment Share on other sites More sharing options...
Grim_ Posted February 21, 2011 Author Share Posted February 21, 2011 We're using the Players guide, advanced players guide, river kingdoms players guide and both beastiaries for any variant races. Earth should be playing a dwarf monk, I think ross is playing a human alchemist and I don't know about the rest. Link to comment Share on other sites More sharing options...
Icuownage Posted February 21, 2011 Share Posted February 21, 2011 Wont let me generate a character sheet... It's been a problem for a while now and I didn't think it would effect this, but if I click a button that will open a new window, it will not load the page, and instead just leave a blank new window. I don't actually know the cause of this problem (it was probably came from Paradox forums, cause they told me to do some weird stuff to my pc, cause I also can't preview images on my desktop anymore, which makes looking for specific images difficult as hell) It's a REALLY big shaft.I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time? Link to comment Share on other sites More sharing options...
Earth Posted February 21, 2011 Share Posted February 21, 2011 [hide=Earth The Monk]EarthMale Dwarf Monk 1 | [Lawful Good] Monk Of the Four WindsDESCRIPTIONAge 30Looks ______ hair, ______ eyesHeight/Weight ______ tall, _____lbs. (Medium)Homeland ____________________Deity ToragCampaign ____________________Representing earthsageSTRENGTH14 (+2) HIT POINTSHP 25Current HP DEXTERITY14 (+2)CONSTITUTION15 (+2)INTELLIGENCE13 (+1)WISDOM16 (+3)CHARISMA12 (+1) Initiative +2 = +2 [Dex]Action Points (Lifetime) 5SKILLSSKILL Total + Ability Mod. + Ranks + Misc.Acrobatics* +9 = DEX 2+1+3+2 [Acrobatic]Appraise +1 = INT 1+0+0Bluff +1 = CHA 1+0+0Climb* +4 = STR 2+0+0Craft +1 = INT 1+0+0Craft +1 = INT 1+0+0Craft +1 = INT 1+0+0Diplomacy +1 = CHA 1+0+0Disable Device*† +2 = DEX 2+0+0Disguise +1 = CHA 1+0+0Escape Artist* +2 = DEX 2+0+0Fly* +4 = DEX 2+0+0+2 [Acrobatic]Handle Animal† +1 = CHA 1+0+0Heal +3 = WIS 3+0+0Intimidate +1 = CHA 1+0+0K (Arcana)† +1 = INT 1+0+0K (Dungeoneering)† +1 = INT 1+0+0K (Engineering)† +1 = INT 1+0+0K (Geography)† +1 = INT 1+0+0K (History)† +1 = INT 1+0+0K (Local)† +1 = INT 1+0+0K (Nature)† +3 = INT 1+0+0K (Nobility)† +1 = INT 1+0+0K (Planes)† +1 = INT 1+0+0K (Religion)† +5 = INT 1+1+3Linguistics† +1 = INT 1+0+0Perception +3 = WIS 3+0+0Perform +1 = CHA 1+0+0Perform +1 = CHA 1+0+0Profession† +3 = WIS 3+0+0Profession† +3 = WIS 3+0+0Ride +6 = DEX 2+1+3Sense Motive +3 = WIS 3+0+0Sleight of Hand*† +2 = DEX 2+0+0Spellcraft† +1 = INT 1+0+0Stealth* +6 = DEX 2+1+3Survival +3 = WIS 3+0+0Swim* +6 = STR 2+1+3Use Magic Device† +1 = CHA 1+0+0 * Armor Check Penalty -1† Trained Only EQUIPMENT NOTES Base Speed [ 20 (4 sq.) ] AC [17] = 10 + 1 [Padded] + 1 [buckler] + 2 [Dex] + 3 [Wis]Touch AC [15] Flat-Footed [15] BASE ATTACK BONUS+0Basic Melee Attack +2Basic Ranged Attack +2 FORTITUDE SAVE+4 = 2 [base] +2 [Con]REFLEX SAVE+4 = 2 [base] +2 [Dex]WILL SAVE+5 = 2 [base] +3 [Wis] CMB+2 = 0 [bAB] +2 [str] +0 CMD+17 = 0 [bAB] +2 [str] +2 [Dex] +0 + 10 3 [Wis]FEATSAcrobaticLeaf SingerElemental Spell TRAITSResilientGuardian of the Forge (Dwarf)CARRYING CAPACITYLight Load: 58lbs.Medium Load: 116lbs.Heavy Load: 175lbs.Lift Over Head: 175lbs.Lift Off Ground: 350lbs.Push or Drag: 875lbs. LANGUAGESCommonDwarven1 Bonus Language (Int)SPECIAL ABILITIESDwarfSlow and Steady: Base speed of 20' is never modified by armor or encumbranceDarkvision 60 feetDefensive Training: +4 dodge bonus to AC vs. giantsGreed: +2 Appraise (nonmagical metal/gemstone goods).Hatred: +1 to hit vs. orcs and goblinoidsHardy: +2 to saves vs. poison, spells, and spell-like abilitiesStability: +4 CMB vs. bull rush or trip attempts while standing on solid groundStonecunning: +2 Perception (stone). Free check within 10 feet of hidden doors or traps in stone.Weapon Familiarity: battleaxes, heavy picks, warhammers. Any weapon with 'dwarven' in its name is treated as a martial weapon.Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, Undercommon MonkClass AC Bonus +0Flurry of BlowsStunning FistUnarmed StrikeDeflect ArrowScorpion StyleElementail Fist Gold:1115 EXPERIENCE POINTS3930[/hide] Youtube account: Earthgragonsage; currently uploading not an effing thing.[hide=Memorable Crossroads Quotes.]Reigan: NO MOOSE CAN SAVE US NOW; ...Had that been taken out of context, it would have been comical... Right now, it's terrifying.[/hide] Link to comment Share on other sites More sharing options...
Grim_ Posted February 21, 2011 Author Share Posted February 21, 2011 Hmm... possibly create the character by hand then? Or if you give me some time I should be able to get you an excel character generator. Link to comment Share on other sites More sharing options...
Icuownage Posted February 21, 2011 Share Posted February 21, 2011 I guess I'll wait for excel :) It's a REALLY big shaft.I didn't catch fire, I used the can of hairspray as a flamethrower and pointed it at my arm.how are you going to ignore my posts when I'm offering to let you live as my vassal in two weeks time? Link to comment Share on other sites More sharing options...
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