Jump to content
  • Content Count

    255
  • Joined

  • Last visited

  • Created by

    The Story Guide

Everything posted by z017

  1. z017

    ThedasMap

    From the album: Dragon Age

  2. z017

    Dragon Age

  3. Suck! ,, Okay, well, we'll probably be in a new house next year, but I'll still be planning to have a HouseCon. It sounds like it'll be a fairly large bash with a year for people to plan.
  4. Purua Fedea ,, ,, Character Sheet Neuter Init -1; Senses Perception +2, Low-light Vision ==DEFENSE== AC 11, touch 10, flat-footed 11 (-1 dex, +1 natural armor) hp 15 (3d6+3) SR 0 Fort +2, Ref +0, Will +5 Defensive Abilities Mental Immunity (PFARG 217), Immune to Paralysis (PFARG 217) ==OFFENSE== Spd 30 ft/x4 Melee Quarterstaff +1 (1d6-1) 20/x2 Melee Sickle +1 (1d6-1) 20/x2 trip Melee Unarmed Strike +1 (1d3-1) 20/x2 Ranged Sling +0 (1d4-1) 20/x2 ==STATISTICS== Str 10, Dex 8, Con 12, Int 9, Wis 15, Cha 11 BAB +1, CMB +9, CMD +10 Feats Brew Potion (PFCR 119), Green Faith Acolyte (PFCaS: ISWG 287) Skills Spellcraft +7 SQ Summon Familiar (PFA3 131) Turtle MC Adept Spells (PFA3 130) 0: 3/day, 1: 3/day (Standard Prep list: create water, detect magic,stabilize, bless, cure light wounds, cure light wounds) Spell List Link Languages Doak
  5. So, I should really not rely on auto-fill character excel sheets, especially ones that tell me a Paladin starts with 1,000 gold. >.< *ST derp* I'll be going back an toning down the Tanduran leader's gear by whole bunches. Sorry about that, guys, and Dave, thanks for keeping an eye on mechanics stuff that looks wonky.
  6. In an effort to get all character creation information in one page and not spread out over several posts in a PM (or me forgetting that talking to people in chat does not actually reach everyone in the game >.<), I will be putting up the CC rules here. I will update this post as/if things change, and I'll put up a shout box notice when I do. ,, ,, PC character creation: 25 High Fantasy point buy for your PC. Max starting hit points. Max starting gold. If I don't do it pretty quick, remind me that I am giving out an ST +2 stat bonus and a "benny". I am open to suggestions on the benny, it should be a fairly minor magical item or other minor (but useful, especially for a level 1 character) boon. I hate rolling for HP, as I think it creates a huge chance for disparity between characters. So, PCs, as special shiny guys, get full hit points each level. ,, NPC character creation: Standard pre-gen NPC stats. NPC classes only, Max level: 3. Starting gold as show on this page. This gold belongs to the NPC exclusively and cannot be used to buy gear for other characters or be added to the Treasury. Please make a complete sheet for each NPC even if you do not forsee them adventuring. With the simplified classes for NPC, that should still go pretty fast. NPCs get full hit points at first level and half, round down, each level after that. NPCs do not get Traits. ,, Follower character creation: As NPC character creation, but PC classes are allowed. Full hit points at first level and half, round up​, each level after that. ,, Cohort character creation: Heroic NPC stat blocks used and PC classes allowed. Heroic gold allocation. Full hit points at first level and half, round up, each level after that. ,, Kingdom additions to character creation: Each kingdom begins with 50 BP. The PC may exchange BP for 500 gp per BP to purchase leaders (25 gold per Turn per level) and adventurers (1 gold per day adventuring per level and an equal split of acquired loot minus one "first pick" by the PC), as well as to purchase additional/better equipment for the PC and any hire leaders/adventurers. These items are considered property of the state and stay with the kingdom, not the hired leader/adventurer. Ditto of a PC is killed or retires in the course of play. ,, ,, If I've missed something you remember me telling you, please post in this thread to remind me. Thanks!
  7. Yes. That's how the adventures will work. I thought I put that up in the PM. ,, Other players will take up your NPCs when your kingdom experiences an adventure. Everyone will have a window to post in; if a person doesn't post, I'll post for that NPC, to keep the adventure moving along. There's no penalty for not getting a post in for an NPC, as the windows are likely to be 24 hrs and real life is more important than the game. However, I will grant GM bennies (not xp or items, but situational advantages and other intangibles) to players that are particularly clever, amusing, etc. when posting for another kingdom's NPC.
  8. I've just put up the first of the Tanduran adventuring party (also happens to be the leader of the Tandurans). If each player would make a similar thread with their adventurers, as other players will need to be able to reference the NPC they are in control of during adventures, I would be grateful. ,, You don't have to put in your PC if you really don't want to. I did just for my own ease of reference when I'm running things.
  9. Fede Liderra ,, ,, ,, Character Sheet "[bigger]LIDERRA FEDE[/bigger] Male Paladin 1 Init +4; Senses Perception +0, Low-light Vision ==DEFENSE== AC 18, touch 12, flat-footed 16 (+6 armor, +2 dex) hp 11 (1d10+1) SR 0 Fort +3, Ref +4, Will +2 Armor Chainmail, Medium, Cap of Light Defensive Abilities Mental Immunity (PFARG 217), Immune to Paralysis (PFARG 217) ==OFFENSE== Spd 20 ft/x4 Melee Masterwork Greatsword +3 (2d6+3) 19-20/x2 Ranged Masterwork Composite Longbow +5 (1d8) 20/x3 ==STATISTICS== Str 14, Dex 18, Con 12, Int 12, Wis 11, Cha 16 BAB +1, CMB +3, CMD +17 Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Point-Blank Shot (PFCR 131), Shield Proficiency (PFCR 133) Skills Diplomacy +7, Heal +4, Knowledge (religion) +5 SQ Aura of Good (PFCR 60), Detect Evil (PFCR 60) SU Weal's Champion (PFUC 64) MC Code of Conduct (PFCR 63-64) Traits Natural-Born Leader (Social) (PFAPG 330) Blessed Touch (Faith) (PPC:CoP) Languages Doak
  10. This is really really neat, Jim! Thanks for putting up these reviews, they've really made me interested in the game!
  11. Mmm....there is an optional rule that allows skills to also give bonuses. I've been mulling it over. What do you guys think? Too min-maxxing?
  12. Yeppers. You can level them up to level 3, but it'll cost you more to keep them employed.
  13. So, I'm in the process of getting the official deity and racial splats up. So far for the deities all I've put up is the "stat block". Send me any flavor text or pictures you'd like me to add to the entry in a PM with [Navineh - 'Deity Name'] and I'll get it added. Alternately, post up in the Setting OOC thread, either way. As we play, I'll most likely flesh out things left blank; if something doesn't fit your feel for the deity/race let me know and we'll hash it out. ,, It's time to get working on your PC and the NPCs for your kingdom! I've got the map done and starting positions/terrain/etc. done, the mechanics (if not all the fluff) for the calendar is done, and we're treading close to go time. ,, You will have a starting bank of BP for your kingdom, I'll probably go with the book suggestion of 50 BP, which you can pull from to hire for positions and adventurers, so don't fret about trying to fund a new kingdom on starting gold for a first level character. That said, the book does note that 50 BP can still land you in bankruptcy if you mismanage your funds. We're using the graduated BP value as well, remember, so each BP you pull out for gold is worth 500 gp. ,, More as I think of things, but Carver just got here for hang out times!
  14. Kylie - We need to get together and finish up Tathya and the Kathani's write-ups. Call me or PM when you get a chance, please. ,, Carver - I need the write-up for Atavati. ,, Self - Finish the write-up for Onddoak.
  15. This is where we can talk and hash out setting-specific ideas and suggestions. Also, I have the Races of Navineh and The Nine threads locked as I don't want discussion posts or really any other posts beyond the official entries. As we flesh things out, just PM me or post somewhere like here what you'd like me to update. Personally, I'd PM me, that way I won't miss something in scroll. ,, The threads I'd love for you all to do to start with is individual threads about the starting culture, history, interesting non-crunchy bits about your races/proto-kingdoms. ,, Suggestions on other setting topics/ideas are also quite welcome! ,, We'll be using a lot of stuff out of the Monster manuals or bestiaries or whatever they're calling the creature books this time around, but I'd love to have some unique, Navin-specific flairs and twists on things, as well as any new creatures you guys would like to come up with and test out in the setting.
  16. The Tanduran Tandurans are a small, sentient plant race that lives in the cave systems beneath the surface of Navineh. Their skin is thicker and stiffer than most animals', with colorings ranging from dark brown to vibrant green to pale white. Their eyes are large, with star-shaped pupils that allow them to see well in dim light and sunlight equally; their 'hair' and basic clothing is actually artistic arrangements of colorful leaf, vine, and flower growing from the Tanduran itself. Tandurans have three genders: male, female, and hermaphroditic, with the hermaphrodites comprising the majority of the population. Pure males and females show up mostly in particular bloodlines and are often seen as particularly handsome or beautiful, but otherwise are treated the same as any other Tanduran. Tanduran young begin as a growth on their parent, usually carried somewhere on the torso near the center of gravity in a pod/seed-like protrusion. Once the Tanduran child is large and heavy enough, it will fall from the parent; at this point the parent will find an area with access to water and soil or some other organic material to feed from and nest the pod there. The pod will send out tendrils gather nutrients and the final incubation period will depend on the quality of water and nutrients available. The Tanduran is then 'born' as a physical adult, though they will still have an emotional and intellectual period of childhood while they learn how to survive and the cultural of their people. Alignment: Lawful Good Type: Plant Size: Medium Base Speed: Normal (30 ft.) Ability Score Modifiers: Standard Languages: Standard. Start with Doak. Racial Traits Plants have the low-light vision racial trait. Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning. Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that a plant creature can sleep in order to regain spells, but sleep is not required to survive or stay in good health. Age, Height, & Weight Random Starting Age: Race Adulthood Intuitive Self-Taught Trained Tanduran 'born' +1d4 +1d6 +2d6 Racial Aging Effects: Race Middle Age Old Venerable Maximum Age Tanduran 30 years 45 years 60 years 60 + 2d10 years Random Height and Weight: Race Base Height Modifier Base Weight Weight Modifier Tanduran, hermaphrodite 4 ft. 10 in. 2d8 80 lbs. 1d6 lbs. × 5 lbs. Tanduran, male 5 ft. 1 in. 2d10 100 lbs. 1d8 lbs. × 5 lbs. Tanduran, female 4 ft. 7 in. 2d6 65 lbs. 1d4 lbs. × 5 lbs. RP Log Type 3 + Size 7 + Racial Traits: Senses -2 Racial Traits: Other +2 = 10 RP
  17. The Syni They have been called sea monsters and the Levithans, and the Syni do look the part. A long mouth full of crocodile-like teeth adds to the impression of monstrousness. Their bodies are large and heavily-muscled, with hands and feet that end in webbing. Grayish-green skin is pebbled with hard, purple scales that protect the head, shoulders, arms, back and lower-legs of the creature. Alignment: Chaotic Evil Type: Monstrous humanoid Size: Large Base Speed: Normal (30 ft.) Ability Score Modifiers: Weakness (Str +2, Dex -2) Languages: Standard. Start with Synian. Racial Traits Defense -1 penalty to AC Feats and Skills -4 to Stealth checks Offense -1 to attack rolls +1 bonus on combat maneuver checks/CMD 10 feet x 10 feet, 5 foot reach Senses Darkvision Light Blindness Other Amphibious Swim racial trait ,, Age, Height, & Weight Random Starting Age: Race Adulthood Intuitive Self-Taught Trained Syni 18 years +1d4 +1d10 +1d12 Racial Aging Effects: Race Middle Age Old Venerable Maximum Age Syni 100 years 160 years 180 years 195 + 4d6 years Random Height and Weight: Race Base Height Modifier Base Weight Weight Modifier Syni, male 9 ft. 1d10 280 lbs. 1d8 lbs. × 5 lbs. Syni, female 10 ft. 6 in. 1d10 380 lbs. 2d8 lbs. × 5 lbs. RP Log Type 3 + Size 7 + Racial Traits: Senses -2 Racial Traits: Other +2 = 10 RP
  18. The Sakaniyani Adult male sakaniyani stand between 3 and 4 feet tall. Females are only an inch or two shorter on average. They have dusky-hued skin that ranges in tone from light gray to dark lavender, and stuff, bushy head hair that is often in shades of deep blue to forest green. Their eyes are large for their faces, easily their dominant feature, and are most often green, violet, or a honey-colored amber. The sakaniyani possess thin tails, often with tufts of fur at the tip, and long, large ears that typically project over their heads anywhere from three to eight inches. They tend towards lean, rangy builds, and usually stand on the balls of their feet rather than on their heels. Creator Deity: Whisper Alignment: Neutral Good Type: Humanoid Fey Size: Small Base Speed: Norma (30 ft) Ability Score Modifiers: Normal (+2 DEX, +2 INT, -2 STR) Languages: Standard. Characters begin play with fluency in Sakaniyano. Racial Traits Defense Shadow Resistance Shadow Blending Feats and Skills Stalker Magical Aptitude Magical Lightbringers Senses Low-light Vision Age, Height, & Weight Random Starting Age: Race Adulthood Intuitive Self-Taught Trained Sakaniyani 40 years +4d6 +5d6 +6d6 Racial Aging Effects: Race Middle Age Old Venerable Maximum Age Sakaniyani 125 years 188 years 250 years 250 + 2d% years Random Height and Weight: Race Base Height Modifier Base Weight Weight Modifier Sakaniyani, male 3 ft. 2d6 35 lbs. 2d6 lbs. Sakaniyani, female 2 ft. 2d6 30 lbs. 2d6 lbs. RP Log RP Log: Type 2 + Size 0 + Speed 0 + Ability Mods 0 + Languages 0 + Racial Traits: Defense 3 + Racial Traits: Magic 2 + Racial Traits: Feats/Skills 3 = 10 RP
  19. The Kathani The Kathani are a lithe, medium-height race with light brown to dark brown skin and hair in various shades of white, dark red, brown, and black. They have medium-length pointed ears which often have multiple piercings, and various shades of metallic irises. Their skin is often adorned with patterned tattoos that are intricate and meaningful in nature. ,, Creator Deity: Tathya Alignment: True Neutral Type: Humanoid Size: Medium Speed: Normal (30 ft) Ability Score Quality: Flexible, +2 Int, +2 Cha ,, Racial Traits Feats and Skills Eternal Hope: +2 Saving Throws against Fear/Despair effects, once per day reroll a Natural 1./Cost 2 RP Emissary: Once per day roll twice when making a bluff or diplomacy check and take the better roll/Cost 1 RP Gifted Linguist: +4 to Linguistics checks, every time you get a rank in Linguistics you get a new language/Cost 2 RP Gregarious: When you successfully use diplomacy to win someone over, creature has a -2 penalty to resist your Charisma based skills for 24 hrs/Cost 1 RP Historian: +2 Racial Bonus to Knowledge: History and Knowledge: Local and they’re always considered class skills. Age, Height, & Weight Random Starting Age: Race Adulthood Intuitive Self-Taught Trained Kathani 20 years +1d6 +2d6 +3d6 Racial Aging Effects: Race Middle Age Old Venerable Maximum Age Kathani 62 years 93 years 125 years 125 + 3d20 years Random Height and Weight: Race Base Height Modifier Base Weight Weight Modifier Kathani, male 5 ft. 2 in. 2d8 110 lbs. 2d8 × 5 lbs. Kathani, female 5 ft. 0 in. 2d8 90 lbs. 2d8 × 5 lbs. RP Log Flexible 2 + Feats and Skills 8 = 10 RP
×
×
  • Create New...