ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
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Post by ShockHelix on Oct 18, 2015 1:04:20 GMT -5
So, I'm going to be DMing a game set in now that I'm not exceptionally busy. The game is currently full, but if someone drops out I'll make sure to specify for anyone else interested. For those that are involved, I'll be posting the relevant information here. If you are involved and don't have one yet, you'll need to set up an account at Myth-Weavers since proboards currently doesn't have the tools available for us to do it properly exclusively on Nexus. I'll post the relevant character creation instructions soon-ish, once I finish some basic decision making. Cheers.
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Salvahkiin
Archer
My Siren's name is Brick, and she is the prettiest.
Posts: 1,055 Likes: 4
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Post by Salvahkiin on Oct 18, 2015 3:51:40 GMT -5
If somebody drops, I'd like to be added to the waiting list, if you're okay with an absolute noob joining.
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Post by Stelpher on Oct 18, 2015 6:17:24 GMT -5
I would also like to join such a list, assuming this game lasts more than a month unlike the last two. xD
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ShockHelix
Administrator
Deity of Death
No mercy for the weak. No pity for the dying. No tears for the slain.
Posts: 666,666,949 Likes: 27
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Post by ShockHelix on Dec 13, 2015 0:43:06 GMT -5
So, I've got some starting information for you, finally, on character creation. Taken me long enough to make up my mind on anything. We'll cover things in the order they appear on the character sheet.
The first order of business there is the character sheet itself. There's a number of options we can use here, which are going to have some heavy impacts. The first one, and one I'm most familiar with is Myth-weavers. I know some of you have some experience with this and how things work. If not, I can walk you through it.
The second option, which is probably the best as far as I know of programs and such is Roll20.net. It looks pretty great, and I've seen some streamers use it, but I'm not experienced with its use so this might slow things down. That being said once we get used to using it, it'll cover everything as far as a tabletop game would be concerned. Using this option would have us leaning more towards the traditional style of D&D rather then the writing based type we would use here on Nexus.
The third is Nexus itself. There's no rolling system, no on site character sheets, but these things can be resolved. On google docs, there's a template called Epizephyrii's Pathfinder Character Sheet v 1.5.4. We could use this for your characters, and if you gave me permissions for this specific doc, I'd be able to see and access it, keep track of everything. Serves the same purpose as having the character sheet in front of me, similar to myth-weavers and roll20. As for a rolling system, I may be able to get one set up on Nexus, though I can't make any promises there. Technically we could even put the sheets on nexus, though that would require a lot of editing which proboards isn't exceptional for. It would keep everything on Nexus, preventing the out of sight out of mind problem and we wouldnt have to use any additional sites.
If we wanted to avoid the writing entirely, we could go straight classic, and have actual sessions over skype, after deciding on a method for template storage and combat. Though I'm not sure if that's what you guys want.
Anyway, talk about your opinions on the matter in reply, along with any better ideas you might have.
On with the nitty gritty.
Homeland – Your character's are young inhabitants of a small farming village named Amnstel's Green, who draw's its namesake from the river to the south. The halfing city of Esmeltaran lies two hundred miles southwest, across the Lake Esmel, while the small city of Eshpurta rests a hundred and fifty miles northeast on the river. Additional farming villages are present between, but because of of Amnstel's Green's seclusion, travelers rarely come to the village and people even more rarely leave.
Amnstel's Green possesses a small inn, a blacksmith, a baker, and other professions belonging to such a location. They do not however have a temple of any sort, though pay homage to Chauntea with the 'Yaavan Merende', a harvest festival that takes place after most farmers have finished harvesting their crop for the year. Instead of a cleric, the town relies on a village herbalist, who uses natural remedies as cures. As such, Amnstel's Green frowns on magic use, believing that things are easier without magic causing problems. This leads to a superstitious view of many things, as common with many a small village.
Character name - For character name, do make a character with a two word name. The last name is going to be used on your character's parents name (unless they're adopted) and will likely be referenced frequently starting out.
Alignment – As young individuals raised in a quiet and quaint little town, I'm going to ask your starting alignment include 'good'. This can change as the campaign progresses like with any game, (though I would prefer you didn't kill each other,) but aside from some mischievousness, please keep things typical of a small village.
Race -This should either be human, or 'half'-x. By this I mean the strangest thing anyone has ever seen visiting Amnstel's Green is a halfling. If you are a 'half'-something, then it's probably going to be more then a few generations removed, and your character (and the village) isn't going to know anything about this. As far as supernatural abilities of this are concerned, anything active isn't going to come into effect until later, so keep it human for now. If you have any further questions about this, feel free to ask.
Deity – I'd ask you keep this reasonable as well. Chauntea is the obvious option, but you're welcome to pay homage to whatever deity you like as long as it isn't evil, cultish, or going to have you exiled by the town. Make sure you choose this one carefully, as this is something that's probably going to stay static throughout the game, and will definitely influence your character down the line when choosing a class becomes necessary.
Class – On the above note, you'll be starting as a level 0 commoner. As young village folk, you aren't trained warriors, no one uses magic, and the closest thing anyone is going to be selecting off the start to a class would be alchemist or ranger. As such, you're starting as Commoner's which is exactly what you are. I'll cover how this effects things later. In place of this do keep in mind what your character is/is training to be in the village.
Size, Gender, Age, Height, Weight, Hair, Eyes – Unless you're very short, your Size is going to be Medium. The normal ruling applies for this. Gender, Height, Weight, Hair, and Eyes are all up to you to decide. Age however, I would like for you all to keep your age between 16-25, and within a maximum of three years of each other.
HP – Your starting HP is going to a d6, and despite starting at level 0 note that this will stack with the first d# taken with the first level of a class, meaning everyone gets an additional +d6 to their starting HP. Hooray.
Ability Scores – 5d6, drop the lowest two values, with a minimum score of 10 per stat (so even if you roll five 1's, you don't have to start at three intelligence. . . . though clearly you need more points in the Luck stat.)
Fortitude, Reflex, Will – You're a level 0 non-combatant, so you don't start with any bonuses to this.
BAB – You don't get one. Wool headed sheep herder.
Skills – Your characters will inherently have Climb, Handle Animal, Knowledge Local, Knowledge History, Knowledge Nature, Perception, Profession (Of your choice that makes sense for your characters backstory), Ride, Survival, and Swim, (Unless your character does not know how to swim despite being near a river. I leave this one up to you,) though you will not have any ranks to put into these initially.
Languages – This is restricted to common and only common at start.
Gear – You are welcome to start with a few things, but no more then a villager would be expected to have for their profession. I'm mostly going to leave this up to your personal discretion and trust you to make good decisions, though I will be checking to make sure everything's in order.
Other – Most people like to keep track of all their abilities, spells, etc. and I encourage you all to do as much on your sheets. With that said, starting off there are a few things I am positive you will be receiving initially, and as they are independent of any class, do make note of these:
Village Roots (Ex) – Your time raised as a village has made you aptly suited for that required of country life. You start with Climb, Handle Animal, Kn. History, Kn. Local, Kn. Nature, Perception, Profession (Choice), Ride, and Survival marked as class skills. You may also choose to have your character start with Swim marked as a class skill.
Healing Surges (Ex) – You gain the ability to regain 1/4th of your maximum health a number of times per day equal to the number value of your classes hit die plus your constitution modifier. (For example, a character with a hit die of d6 and a constitution modifier of +2 would have 6+2 healing surges per day.) This ability cannot be used in combat.
Second Wind (Ex) – During combat, as a standard action you may expend a healing surge to regain 1/4th of your maximum health and gain a +2 bonus to all defenses until your next turn. This ability may only be used once per encounter.
If you've got any more questions, feel free to let me know. Hopefully I didn't miss covering anything obvious here.
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Post by Stelpher on Dec 20, 2015 18:25:51 GMT -5
Question, i know i'm probably in the reserve group that likely won't be joining for a while (if ever), but if so, can i use my old Changeling character that i had for the previous Pathfinders game?
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Post by Zenios on Dec 20, 2015 18:52:52 GMT -5
My only complaint is that you mention Luck is a stat. C'mon Immortal, we both know better than that. It's clearly not a stat in D&D/Pathfinder
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Post by Stelpher on Dec 21, 2015 0:09:43 GMT -5
Of course it is Zen, it determines how many times throughout the game you're allowed to modify dice rolls.
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