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Questions, Clarifiations, Ideas, And Planning For The New Campaign

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Rory
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Post by Archengeia Wed Sep 25, 2013 6:54 pm

What the subject says.  Anyone wanting clarifications, questions to be asked, or anyone wanting to narrow down or work on the big points of making a new character (species, born or brought, history/background as applicable, why you're an adventurer, and why you're with the party).


Last edited by Archengeia on Mon Oct 21, 2013 11:24 pm; edited 1 time in total
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Post by Essoje Wed Sep 25, 2013 8:26 pm

I've sent you a PM with a link to the document that I made for Galanis, my human guy, see if you like it. I'd rather keep most of the details a surprise for the party tho.
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Class: Fighter 6/ Dragoon 1/ Green Aberrant 1
Race: Fairy(?)

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Post by Archengeia Wed Sep 25, 2013 9:05 pm

Respondinated.
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Post by Rory Wed Sep 25, 2013 10:34 pm

Are we all starting at lvl 1?
Also, I'm going to want playable race statistics of Salarians.
One more thing: as far as taking something from one different lore and integrating it into another, I'm stumped for backstory ideas. If you have any information on that front that would make things easier, I'd love to hear it.
Rory
Rory

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Character sheet
Elemental Affinity: Earth
Class: Barbarian Pugilist(5/3)
Race: Human

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Post by Archengeia Wed Sep 25, 2013 11:35 pm

@Rory: Yes level 1.
Ability Modifiers: +2 Dexterity, +2 Intelligence, -2 Strength, -2 Wisdom.
Medium Size: As Medium creatures, Salarians have no special bonuses or penalties due to their size.
Speed: Salarian base speed is 30 feet. They have a swim speed of 20 feet.
Breathe Underwater: As amphibious creatures, Salarians can't drown in water.
Expert Swimmer: A Salarian may choose to take 10 on Swim checks even when distracted or threatened.
Low-Light Vision: Salarians ignore concealment (but not total concealment) from darkness.
Conditional Bonus Feat: Salarians are natural spies and investigators. A Salarian with Gather Information as a trained skill gains Skill Focus (Gather Information) as a bonus feat.
High Speed Metabolism: Salarians only require one hour of sleep each day. This does not give them the healing benefits of 8 hours of rest in only one hour, only mitigates the need for 8 hours of sleep. Natural healing still works as normal.

As for backstory, try to remember that your Salarian's history outside of the Pillar is literally inconsequential, especially since you have zero memory of it (of course you could also choose to be born here, I didn't hear you say one way or the other). So just imagine the general mindset of a Salarian in a general fantasy medieval setting and work from there.
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Post by Snarg of Wildpaw Wed Sep 25, 2013 11:51 pm

Alright, I've got a draft of the racial specs for the custom race.
MODIFIER 9/30
- Added heat tolerance.
- Added cold weakness.
MODIFIED 9/27
- Removed Diplomacy penalty.
- Removed Improved Grapple feat.
- Changed Bluff bonus to Deception.
- Noted that the natural attack is lost when using Grabbing Tail.
- Noted that other grappling rules still apply for Grabbing Tail.

Reh
+2 Dexterity, -2 Constitution
Reh base land speed is 30 feet.
Automatic Language: Common and Reh.
Favored Class: Any
-2 on saves against disease.
-2 on saves against poison.
+2 on all Deception checks.
+2 bonus on Will saves against mind-affecting effects.
+1 to the Difficulty Class for all saves against mind-affecting spells cast by Reh. This adjustment stacks with those from similar effects.
Prehensile Tail: Members of this race have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action.
Grabbing Tail: Members of this race have a long tail that is useful to aid in grappling. Members of this race can maintain a grapple and still make attacks with their main appendages on other targets; all other grappling rules still apply. While using their tail to maintain a grapple, the natural tail attack is lost.
Natural Attack: Tail, 1d6 + Strength modifier
Heat Tolerance: Members of this race are naturally adapted to live in arid environments. +4 on checks to resist the effects of starvation or thirst and treat a hot environment as one step below what it normally would be.
Cold Vulnerability: Members of this race are not adapted to living in colder environments. When remaining in a sufficiently cold area, they must make cold resistance checks at double the normal rate.


Last edited by Nul Tan on Mon Sep 30, 2013 5:34 pm; edited 2 times in total
Snarg of Wildpaw
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Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

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Post by Rory Thu Sep 26, 2013 3:45 am

I sent a Arch PM with my Salarian character sheet. I sent my character to magic school for a while, but I'm still undecided as to whether I want the Black Mage class or the Red Mage class unlocked.

Actually I have decided that it will be the Black Mage class. There, done.
Rory
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Post by Archengeia Thu Sep 26, 2013 11:19 am

By the way feel free to start discussing motivations here with one another. One of the bigger questions I need everyone to answer is twofold; why are you an adventurer, and why are you with the party?

Oh by the way I've already decided this is not the party's first adventure with each other. It may be the 2nd or the 8th I'm more flexible on that, but it is not the 1st.
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Post by Snarg of Wildpaw Thu Sep 26, 2013 2:04 pm

Following the local law is a must and no one knows it better than an adventuring party. It is imperative for at least one person to know what you can and cannot do as you move from plate-to-plate. One thing could be perfectly legal in one area and get you hung by the neck in another.

It would behoove every adventuring party to have one of these knowledgeable folks in their mix. They normally come in the form of what the layfolk might call a "bounty hunter", although there's usually more to them than simply hunting a quarry for money. Even when not on the trail of some no-gooder, they will be sought out for their knowledge of the local laws and how they may operate to accomplish their goal; even if it's not going after any particular person. A bounty hunter may make more money by simply being an advisory; bringing in a perp can just be an added bonus.

Nul Tan, a member of the Reh species, is one of these bounty hunters. Although his skills lean more towards advisory than combat prowess, he has been known to bring in a wanted man and woman from time-to-time. His skills are currently in use by a traveling adventuring party whom he has helped with several missions up to this point in time. He hopes that their good fortune will continue on for quite some while.


Last edited by Snarg of Wildpaw on Thu Sep 26, 2013 10:54 pm; edited 1 time in total
Snarg of Wildpaw
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Posts : 1890
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Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

http://thethirdgames.com

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Post by Snarg of Wildpaw Thu Sep 26, 2013 10:53 pm

For stats are we doing the same type of generation as the Primus campaign?
Snarg of Wildpaw
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Race: Gnoll

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Post by Snarg of Wildpaw Fri Sep 27, 2013 5:11 am

Modified the race a bit more; I think I like it better in this spot now.

Ruling question: are you using whirling accuracy for secondary natural attacks? I suppose I should have asked that for Snarg's bite-while-raging attack, but that honestly didn't even click that it could be considered under whirling accuracy until now.

http://www.d20srd.org/srd/specialAbilities.htm wrote:Some creatures combine attacks with natural and manufactured weapons when they make a full attack. When they do so, the manufactured weapon attack is considered the primary attack unless the creature’s description indicates otherwise and any natural weapons the creature also uses are considered secondary natural attacks. These secondary attacks do not interfere with the primary attack as attacking with an off-hand weapon does, but they take the usual -5 penalty (or -2 with the Multiattack feat) for such attacks, even if the natural weapon used is normally the creature’s primary natural weapon.
Snarg of Wildpaw
Snarg of Wildpaw

Posts : 1890
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Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

http://thethirdgames.com

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Post by Archengeia Fri Sep 27, 2013 12:00 pm

@Snarg: No, WHirling Accuracy does not affect natural attacks.
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Post by Snarg of Wildpaw Fri Sep 27, 2013 1:07 pm

Alright, thanks for the clarification.
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Race: Gnoll

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Post by Archengeia Fri Sep 27, 2013 3:34 pm

The realm of Medaira, in brief.

The Pillar defines much of the realm, constantly visible from all points throughout, regardless of which Plate one resides on. The energies it gives off, natural and magical both, help to maintain life and existence for those within at all levels. It is a well known fact, however, that the higher up one is the more energy it outputs, to the point where those at Plates 3 and lower live in a much darker, and generally less prosperous state.

The Pillar itself seems consistent of a consistently glowing white light, with day-long pulses that reverberate down it. These pulses are what most people use to determine day cycles, since there is no sun here and as such, no night; all of Medaira shares the same eternal, violet sky. On the lower Plates one might see the endless ocean, stretching infinitely in all directions, shimmering with faint energies. Few have dared exploring it, given the difficulty in simply reaching it even from Plate 1.

All throughout Medaira there is atmosphere, breathable air, and reasonable temperatures. While this varies from Plate to Plate of course, if one were to, say, fall over the edge (or be thrown) of one Plate, one would fall the thousand or so miles down without otherwise ill effects; or to clarify, gravity universally pulls down throughout all of Medaira. It is also worth noting that the Plates are not stacked linearly up and down the Pillar; falling over the edge of one might not result in reaching another Plate for quite some time, as the next few down might be at a different orientation.

There are 33 known Plates attached to the Pillar within Medaira, with Plate 1 at the very bottom, and Plate 33 near the top. Each Plate is unique in its own way, generally consisting of only one or two biomes and housing individuals who either prefer that environment or, of course, have no choice but to work or live there. Naturally there are also Plates which are generally considered inhospitable (such as Plate 2, the ashen Plate) which nevertheless have residents and workers due to resources, strategic importance, or otherwise.

Plates vary in size, though none are smaller then a country, and none larger then a continent. Plates are, naturally, flat; that is to say, while there is terrain such as hills, valleys, canyons, mountains, and the like, none follow a curvature as one might expect on a more standard spherical plane. If one were capable of examining the underside of each Plate, they would find a perfectly flat, smooth surface consisting of the same materials that make up that given Plate. There is at least one Plate that is known to be almost entirely aquatic, Plate 5, but even there if one were to dive deep enough one would find the 'surface' beneath, supporting the seas and archipelagos.

While anyone with the capacity to fly (and the patience to travel thousands of miles under their own power) can travel between the Plates on their own, it is far more common for individuals to use the Portalways to travel to and fro. Portalways, more commonly simply called Portals, connect the Plates one to another in specific places, usually areas well known and often guarded; either for defense purposes, or to impose tariffs and taxes on transit. It is worth noting that less then half of known Portals are two-way; quite a few are one direction only. Portals require nothing special to use if one is present at one, but of course Portal Recalls or Summons can interact with them without being physically next to one (which will be detailed more shortly). In addition to Portals there are also the little-understood Viastones; tall, large chunks of rock, with violet and blue gemstones jutting out of it, that one can also interact with in the same manner as a Portal. However, unlike a Portal a Viastone will not transport you anywhere, but rather grant you the ability to, under some circumstances, return to it should you suffer mortal wounds. This does not always work, and while there have been studies on the Viastones, no one has any truly concrete information.

Portal magic in general is very strong throughout all of Medaira, and virtually anyone with even a modicum of skill or ability generally knows some Portal Spells. These include Portal Recalls, Viastone Recalls, Portal Summons, Viastone Summons, and a few lesser known spells. Generally a starting Adventurer knows only Portal Recall 1 or Viastone Recall 1, and nothing else. The higher the quality of the spell, the faster it casts (as a basic Recall takes over 10 minutes to cast). Further spells can be learned as one grows in power and attunement to the Pillar (the source of this particular magic). The process of Tying to a given Portal or Viastone also takes some time, and most Portals are controlled to the extent that Tying is only allowed with a fee or, more commonly, the exit of the Portal is what is guarded/taxed/etc. A common Tie for most Adventurers is to be Tied to any of the Portals leading to Sub.

Sub is the most commonly frequented and well known city in all of Medaira. It rests on Plate 16, and dozens of Portals from across all the Plates lead directly to it, exiting in various spots in about a 10 mile square area which the city itself encompasses. Many would-be princes, kings, and warlords have tried to establish ownership of Sub to no success over the years, and the city itself actually has no real government of any sort; anyone residing there is essentially on their own, and as such it is a very flourishing and free, if dangerous, miniature society. A common place for criminal or illegal ventures to begin, as well as military endeavors, exploration attempts, and of course most commonly of all, trade. While Sub has no true laws or rules, one fact that has remained constant for as long as Sub has been a city is that no one is allowed to charge a fee for using any Portals leading TO Sub, though many protect their interests within Sub by guarding or taxing Portals leading out.

There are no official lists on the races throughout Medaira, and few have the interest or capacity to travel to all 33 Plates and document them all, but herein is a brief list of commonly known species.
Quilboar, Naga, Troll, Orc, Ogre, Dwarf, Gnome, Human, Elf, Gnoll, Goblin, Furbolg, Grell, Harpy, Hozen, Makrura, Mantid, Murloc, Pandaren, Quilboar, Saurok, Sprite, Tauren, Tuskarr, Virmen, Wolvar, Worgen, Duros, Wookies, Cereans, Bothans, Sullustans, Rodians, Barabels, Trandoshans, Slith, Ssi-Ruu, Neti, Ergesh, Verpine, Fefze, Killik, Bartokk, Geonosians, Sauvax, Aganof, Tarc, Iyra, Hutt, Ee, Vor, Mrlssi, Quor'sav, Rishii, S'ktri, Tikiarri, Mon Calamari, Seklath, Nautolan, Quarren, Herglic, Vrek, Dellaltian, Gungan, Bith, Celegians, Filar-Nitzan, Pulra, Tiefling, Halfling, Eladrin, Genasi, Armand, Asherati, Aurak, Aventi, Azer, Azurin, Baaz, Bariaur, Bhuka, Bladeling, Bozak, Bullywug, Bugbear, Centaur, Chitine, Darfellan, Lycanthrope, Drow, Dragonborn, Duergar, Duskling, Elan, Githyanki, Goliath, Grimlock, Hagspawn, Half-Celestial, Giant, Kalashtar, Kapak, Kender, Kenku, Killoren, Kobold, Kuo-toa, Satyr, Troglodyte, Warforged, Yuan-ti, Acamarian, Aenar, Alsaurian, Andorian, Antican, Arcadian, Argosian, Ba'ku, Bajoran, Barzan, Benzite, Betazoid, Bolian, Breen, Brekkian, Bynar, Caitian, Cardassian, Cygnian, Deltan, Denebian, Devidian, Elasian, El-Aurian, Ferangi, Gallamite, Gorn, Gree, Haakonian, Hirogen, Jem'Hadar, Kazon, Klingon, Legaran, Lysian, Nausicaan, Ocampa, Orion, Pakled, Phylosian, Rigelian, Risian, Romulan, Reman, Suliban, Talaxian, Talosian, Tholian, Trabe, Trill, Vidiian, Vorta, Vulcan, Xindi, Voth, Asuran, Charr, Dredge, Ettin, Grawl, Heket, Jotun, Krait, Mursaat, Norn, Skale, Tengu, Altmer, Bosmer, Dunmer, Argonian, Khajit, Dwemer, Bangaa, Burmecian, Cactuar, Garif, Guado, Lamia, Lufenian, Lunarian, Mermaid, Mithra, Moblin, Qu, Ronso, Sahagin, Shumi, Tarutaru, Tonberry, Viera, Moogle, Gerudo

Similarly, the following races are found far less commonly, but are known to exist.

Mogu, Tol'vir, Aqir, Dragonkin, Annihilan, Arakkoa, Draenei, Imp, Mo'arg, Naaru, Nathrezim, Sayaad, Shivarra, Elementals, Dragons, Protoss, Orks, Eldar, Man'ari, Voids, Occuria,



The Hithra and Eloq nations have been at a state of not-quite-war for years now. The Hithra, a feudal society, tend to rotate which Lords and Vassals are currently campaigning in Eloq lands whereas the Merchant Princes of Eloq rarely sully their hands personally, preferring instead to hire mercenary bands of Adventurers to harass the Hithra. Both powers reside on Plate 15, a fairly pleasant, arable land of green and gold hills, rich in minerals and foodstuffs both. Conflict over rights, territories, and whatnot have ensured no peace between the two sides has been possible, especially since neither side is truly united even within itself.

Lord Karimthan is an ambitious and well-known Naga, and Vassal of the Hithra. Having just recently returned from spending several months campaigning across Eloq lands and returning with a fair amount of bounty to show for it, he has sent out a call to Adventurers across the neighboring Plates and within Sub for three critical missions he would like to see done. Details on these missions are scarce, but the reward is fairly high (a not-uncommon thing for a Vassal Lord as wealthy as he) and the urgency is not insignificant.


Your party has adventured before, and receives notice of these bounties while resting after your latest endeavor within Sub, enjoying some ales and food as you recuperate. The lost Gem of Tolmir was a difficult item to find and took your group almost a week, but having succeeded you all received 1000 gil, each, to utilize as you see fit.
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Post by Snarg of Wildpaw Fri Sep 27, 2013 6:02 pm

1000gil, nice! Are we going off of base book price for equipment (with material modifiers where appropriate?)

Also: I am planning on having points in weaving. Are you allowing and pre-game weaving to occur or would you like that to occur when we start?
Snarg of Wildpaw
Snarg of Wildpaw

Posts : 1890
Join date : 2013-02-12
Age : 36
Location : Marietta, GA

Character sheet
Elemental Affinity: Fire
Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

http://thethirdgames.com

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Post by Archengeia Fri Sep 27, 2013 7:33 pm

No Materials or otherwise modifiers for this campaign except for exceptions. So yes base book price otherwise.

Pre game Weaving is allowed.
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Post by Kolson Fri Sep 27, 2013 11:59 pm

I'm still considering my options but I do have a few questions.

1. How are you handling Warforged healing in your system?

2. Could I play a Warblade from Tome of Battle? I'm interested in recreating a Warlord I was playing in a defunct 4E game and that would be the easiest way to do so. I'd be happy to answer any questions if you are willing to consider it. If not I'll just go with something else so don't worry about it if you want to say no.

3. Could I play a creature similar to Red XIII from FF 7? If so, how would that work?
Kolson
Kolson

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Character sheet
Elemental Affinity: Dark
Class: Red Mage
Race: Elf

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Post by Snarg of Wildpaw Sat Sep 28, 2013 12:04 am

I'd like to try and use my weaving points to pre-game weave the follow:

1. Amulet of Racial Reflection
This copper amulet appears to be a normal piece of jewelry with a piece of agate in the center. Upon closer inspection, any creature with an intelligence score of at least 3 will notice a pattern in the gem that looks like a head from a creature of their own race. Anyone who talks to the wearer will immediately be overcome with a feeling of calm and become more disposed towards the amulet's wearer as if they were a friend belonging to their own race. You will often notice Nul Tan fiddling with this amulet under his shirt to keep his tail occupied.

+x bonus to diplomacy; what I can get with 1 crafting exp.

2. Black Horn-rimmed Glasses of Incredible Style
Looking for a pair of horn-rimmed glasses? Everyone is! This custom-crafted pair will give the wearer a "unique" look and improves your senses on top of their extraordinary fashion statement! Strangely enough, no one else took up Nul Tan on his offer to make them a pair. Oh well, at least he'll look nice for the ladies and see them before everyone else.

+x bonus to awareness; what I can get with 1 crafting exp. Even if I roll crap I'm still wearing these.

Weaving bonus is +8 and I will use AP if we're using that in this campaign.

-------------------

I will also use it for the following mundane crafting purposes (if these fall under it):

1. Modifying a chain shirt to have blackish color and fit with the clothing.
2. Modifying armor/clothing for my race if not already to make sure the tail can come out quickly and rest comfortably under the layers of clothing. When wrapped around the body it should be hidden (not for searches or anything, just for general observation).
3. Several pairs of horn-rimmed glasses (mundane).
4. Tail attachments to change the type of damage it does. e.g. a spike strap to make it do piercing; bladed strap to make it do slashing.
5. Clothing as seen in the character portrait.
6. Copies of maps for the known plates.
7. Copies of rules and regulations for the various states.

Character sheet as currently made is in my signature. It is mostly complete, although the equipment list is still being filled out.
Snarg of Wildpaw
Snarg of Wildpaw

Posts : 1890
Join date : 2013-02-12
Age : 36
Location : Marietta, GA

Character sheet
Elemental Affinity: Fire
Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

http://thethirdgames.com

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Post by Archengeia Sat Sep 28, 2013 12:20 am

1. How are you handling Warforged healing in your system?
They're healed by any standard healing.

2. Could I play a Warblade from Tome of Battle? I'm interested in recreating a Warlord I was playing in a defunct 4E game and that would be the easiest way to do so. I'd be happy to answer any questions if you are willing to consider it. If not I'll just go with something else so don't worry about it if you want to say no.
Never heard of 'em.  So yes, sure.

3. Could I play a creature similar to Red XIII from FF 7? If so, how would that work?
Yes, but we will need to decide if you either A: Can't use standard equipment at all or B: Require very specialized equipment to use.  After that's decided we'll hammer out racials.

==============

1. Amulet of Racial Reflection
If you would like to blow an AP it will be a +1 Diplomacy.  Otherwise it will fizzle.

2. Black Horn-rimmed Glasses of Incredible Style
+2 Awareness.  And they have a chrome sheen.

1. Modifying a chain shirt to have blackish color and fit with the clothing.
Done.
2. Modifying armor/clothing for my race if not already to make sure the tail can come out quickly and rest comfortably under the layers of clothing. When wrapped around the body it should be hidden (not for searches or anything, just for general observation).
Done.
3. Several pairs of horn-rimmed glasses (mundane).
You can make up to 7.
4. Tail attachments to change the type of damage it does. e.g. a spike strap to make it do piercing; bladed strap to make it do slashing.
Each one will either come out of your Gil or will require an individual roll.
5. Clothing as seen in the character portrait.
Done.
6. Copies of maps for the known plates.
Do you mean all 33?  Cuz not all 33 Plates are fully explored.
7. Copies of rules and regulations for the various states.
States where, exactly (related to above question).
Archengeia
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Post by Rory Sat Sep 28, 2013 12:40 am

Snarg did his, I do mine next! And imagine Harry Partridge's narrator voice.

The Story Thus Far: Enter the Salarian
Just before leaving to search for the Gem of Tolmir, the party--the Pillar's Paragons we'll call them--met a peculiar masked lizardman who behaved quite amicably despite what one would come to expect from someone guarding their anonymity. When he plied them about their purpose, remarking upon their more "practical" fashion sense that they must be adventurers, they affirmed it to be so, and that they were on a quest to search for the Gem. The lizardman confessed that he'd seen the notice on the board as well. If his finger waving was any indication, he counted up the members and then calculated that they'd have a much more "round" number if they were to include him.

While they were at first suspicious and doubtful, Ekaido--that is what he called himself, in short, for his full name was quite lengthy--managed to show off, debate, and beg his way into the hearts of each of them before they agreed to let him tag along, though for a smaller share of the profits. Along the way, he proved to have keen senses, the dexterity of a trapper, and a hunter's grace. Near the end of a long week, they had at last found the Gem of Tolmir, and Ekai had proved his usefulness beyond their previous expectations. He earned every last gold coin of equal share in the reward, and when he offered to adventure alongside them as they to each other, they welcomed him into their group. All they needed now was another job.

They had all heard of the recent special assignments for which Lord Karimthan of Hithra was hiring "paid professionals", not unlike themselves. Looking around at each other and knowing each to be of capable skill, the members of the Pillar's Paragons called Fate's bluff and chose their next adventure with the wily Salarian, "Ekai", at their side.
Rory
Rory

Posts : 4063
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Age : 33
Location : Iowa, US

Character sheet
Elemental Affinity: Earth
Class: Barbarian Pugilist(5/3)
Race: Human

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Questions, Clarifiations, Ideas, And Planning For The New Campaign Empty Re: Questions, Clarifiations, Ideas, And Planning For The New Campaign

Post by Snarg of Wildpaw Sat Sep 28, 2013 1:09 am

Archengeia wrote:1. Amulet of Racial Reflection
If you would like to blow an AP it will be a +1 Diplomacy.  Otherwise it will fizzle.
Yes, I will blow an AP.

Each one will either come out of your Gil or will require an individual roll.
Okay, I have some to spare, so I'll spend it on them. Just let me know how much I need to use.

Do you mean all 33?  Cuz not all 33 Plates are fully explored.
7. Copies of rules and regulations for the various states.
States where, exactly (related to above question).
Anywhere up to and including the frontier towns. If there are some plates that are just wilderness or very sparsely populated I wouldn't have those.
Snarg of Wildpaw
Snarg of Wildpaw

Posts : 1890
Join date : 2013-02-12
Age : 36
Location : Marietta, GA

Character sheet
Elemental Affinity: Fire
Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

http://thethirdgames.com

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Questions, Clarifiations, Ideas, And Planning For The New Campaign Empty Re: Questions, Clarifiations, Ideas, And Planning For The New Campaign

Post by Kolson Sat Sep 28, 2013 1:28 am

Archengeia wrote:Yes, but we will need to decide if you either A: Can't use standard equipment at all or B: Require very specialized equipment to use.  After that's decided we'll hammer out racials.
How specialized are we talking here? Reduced item slots or the same slots, but different equipment?
Kolson
Kolson

Posts : 2790
Join date : 2013-02-12
Age : 44
Location : California

Character sheet
Elemental Affinity: Dark
Class: Red Mage
Race: Elf

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Questions, Clarifiations, Ideas, And Planning For The New Campaign Empty Re: Questions, Clarifiations, Ideas, And Planning For The New Campaign

Post by Archengeia Sat Sep 28, 2013 1:44 am

@Snarg: Let's say 12 Gil a pop.
I'll... work on a pseudo map later.  I'm tired.  Less then half of the Plates are, shall we say, explored / urbanized / etc.

@Kolson: Depends.  I already had this discussion with Sis (she decided to go with something more humanoid), but as far as specialized I was thinking reduced item slots and in some cases items specially made/Woven/built for that species.  (this is a problem not unique to the Nanakis, as I shall call them henceforth, after all).
Archengeia
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Elemental Affinity: Nothingness
Class: GM
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Questions, Clarifiations, Ideas, And Planning For The New Campaign Empty Re: Questions, Clarifiations, Ideas, And Planning For The New Campaign

Post by Snarg of Wildpaw Sat Sep 28, 2013 2:11 am

Heh, don't worry about actually making a map, I'm just putting that on there so I can actually say that I have a map of the location - not to make you draw out a map.
Snarg of Wildpaw
Snarg of Wildpaw

Posts : 1890
Join date : 2013-02-12
Age : 36
Location : Marietta, GA

Character sheet
Elemental Affinity: Fire
Class: Barbarian / Ranger / Bloodhound / Geomancer
Race: Gnoll

http://thethirdgames.com

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Questions, Clarifiations, Ideas, And Planning For The New Campaign Empty Re: Questions, Clarifiations, Ideas, And Planning For The New Campaign

Post by Kolson Sat Sep 28, 2013 2:13 am

Yeah, reduced item slots and specialized equipment works for me. I mean, I can't see a Nanaki using a sword or some such thing. Or even wanting to really. What would my revised item slots be?
Kolson
Kolson

Posts : 2790
Join date : 2013-02-12
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Character sheet
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Class: Red Mage
Race: Elf

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