- Liquidprism
- Lost Soul
- Posts: 1509
- Joined: Tue Jun 17, 2008 11:40 pm
- Location: Behind You...
I will give you my take on the tribe as I see it in my head.
Several tribes roam the vast desert, our tribe is no different. The big difference is that it is made up of several different races, and is thus multicultural. Over the generations those races that were able to interbreed, were probably more prolific.
The tribe worships the spirits of the desert. The the warrior caste pays tribute to the desert cat or Duneshadow as we call it. As the warrior caste is the dominant caste in the tribe the whole tribe is thus named the Tribe of Duneshadow.
The idea of the tribe sprang up because three players decided to play builds with barbarian class levels. I personally think that to be a member of the tribe you should have to similarly have barbarian class levels. PC don't have to be barbarians, they just won't be part of the tribe thing. This is exclusive, but it creates interesting dynamics within the party. This is just my opinion.
Anyway these are my thoughts on the tribe, and the game. Feel free to comment.
Several tribes roam the vast desert, our tribe is no different. The big difference is that it is made up of several different races, and is thus multicultural. Over the generations those races that were able to interbreed, were probably more prolific.
The tribe worships the spirits of the desert. The the warrior caste pays tribute to the desert cat or Duneshadow as we call it. As the warrior caste is the dominant caste in the tribe the whole tribe is thus named the Tribe of Duneshadow.
The idea of the tribe sprang up because three players decided to play builds with barbarian class levels. I personally think that to be a member of the tribe you should have to similarly have barbarian class levels. PC don't have to be barbarians, they just won't be part of the tribe thing. This is exclusive, but it creates interesting dynamics within the party. This is just my opinion.
Anyway these are my thoughts on the tribe, and the game. Feel free to comment.
All things in moderation...Except syrup.
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also of note, you may recognize the god Sabian as the same that your expanse of desert is named after, Sabian's Gash. Knowledge: Religion or Knowledge: Local will reveal that some great time ago an army of Vanculus' worshippers encircled the rolling hills that would later become the gash, and rounded up all the barbarian tribes of the region and executed them. Sabian responded to this, as she was the patron deity of barbarians, by smiting that entire region so hard that even the hills were reduced to sand. She then curried favor with Radius to return many of the slain barbarians to life, who was also pleased at the insult struck to Vanculus.
Why did your characters leave the tribe?Liquidprism wrote:I will give you my take on the tribe as I see it in my head.
Several tribes roam the vast desert, our tribe is no different. The big difference is that it is made up of several different races, and is thus multicultural. Over the generations those races that were able to interbreed, were probably more prolific.
The tribe worships the spirits of the desert. The the warrior caste pays tribute to the desert cat or Duneshadow as we call it. As the warrior caste is the dominant caste in the tribe the whole tribe is thus named the Tribe of Duneshadow.
The idea of the tribe sprang up because three players decided to play builds with barbarian class levels. I personally think that to be a member of the tribe you should have to similarly have barbarian class levels. PC don't have to be barbarians, they just won't be part of the tribe thing. This is exclusive, but it creates interesting dynamics within the party. This is just my opinion.
Anyway these are my thoughts on the tribe, and the game. Feel free to comment.
- Liquidprism
- Lost Soul
- Posts: 1509
- Joined: Tue Jun 17, 2008 11:40 pm
- Location: Behind You...
Are we suppose to have left the tribe for good?
If so I would say the tribe was just destroyed outright or something. It seems easier.
But it is possible that we are just adventuring as well. Im not sure, Im open to suggestions.
If so I would say the tribe was just destroyed outright or something. It seems easier.
But it is possible that we are just adventuring as well. Im not sure, Im open to suggestions.
All things in moderation...Except syrup.
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Lawful Good
Optimus
Glory, Good, War, Law, Strength
Optimus epitomizes concepts of goodness and bravery in battle, rewarding those warrior who show strength and honor. His favored weapon is the Longsword. Optimus grants tactical feats to his followers or sign bearers.
Radius
Good, Law, Repose, Sun, Healing
Radius is the younger brother of Optimus, and faught along his side in many battles. While he is a soldier, he is not the direct patron of warriors, but rather of light, healing, medicine, and natural death, opposing undeath in all its forms. He is also the patron deity of the Phalanx. His favored weapon is the short spear. Radius grants Exalted feats to his followers or sign bearers.
Chaotic Good
Sabian
Chaos, Good, Luck, Strength, War
Sabian is the older sister of Optimus and Radius, and is fickle and prone to a mean temper. She is the patron deity of tribal societies, barbarians, and fury in combat. Her favored weapon is the great axe. Sabian grants rage feats to her followers or sign bearers.
Neutral Good
Agrian
Community, Good, Plant, Water, Weather
Agrian is the patron deity of farmers and the harvest. She also favors villiages and hamlets. Her favored weapon is the scythe. Agrian grants Races of Destiny feats to her followers or sign bearers.
Itinerus
Community, Good, Liberation, Repose, Travel
Itinerus is the patron deity of nomad societies and travelers. He also favors hospitality and the hearth. His favored weapon is the quarter staff. Itinerus grants Sandstorm feats to his followers or sign bearers.
Lawful Evil
Vanculus
Death, Evil, Glory, Law, Luck
Vanculus is the god of victory in battle at any cost, and favors those who seek glory and war honors but strictly adhere to the rules of war. Vanculus is also the patron deity of prisoners of war. His favored weapon is the great sword. Vanculus grants tactical feats to his followers or sign bearers.
Chaotic Evil
Annihilus
Chaos, Death, Destruction, Evil, War
Annihilus is the patron deity of carnage and blood shed. He favors those who give no quarter to a defeated enemy. He is also the patron deity of undead and those who create them. Annihilus’ favored weapon is the mace. He grants vile darkness feats to his followers or sign bearers.
Devian
Chaos, Darkness, Evil, Fire, Strength
Devian is the patron deity of arson, conflagration, demons, and those who show the courage to destroy their enemies and the resolution to do so thoroughly. Her favored weapon is the unarmed strike. Devian grants rage feats to her followers and sign bearers.
Neutral Evil
Nihilan
Darkness, Death, Destruction, Evil, Fire
Nihilan is Devian’s younger sister, and shares much of her interests, though Nihilan revels in the undead and the destruction of everything in her path. Her favored weapon is the crossbow. Nihilan grants Libris Mortis feats to her followers or sign bearers.
Clamorus
Evil, Glory, Protection, War, Weather
Clamorus is the god of sailing ships of war, navies, pirates, and battle at sea. He is known as “the wind which brings war.” His favored weapon is the cutlass. Clamorus grants stormwrack feats to his followers or sign bearers.
Lawful Neutral
Regalus
Community, Knowledge, Law, Liberation, Nobility
Regalus is the god of honorable government and lawful proceeding. He is the patron deity of criminals in prison, judges, policemen, professionals, academics, and rulers. His favored weapon is the net. Regalus grants skill feats to his followers or sign bearers.
Chaotic Neutral
Respirion
Chaos, Earth, Healing, Plant, Repose
Respirion is a god of wild nature, rebirth, decomposition, and wild growth. He is one of the deities towards whom the prayers of druids and rangers are directed. He opposes undeath and favors herbalism and healing. Respirion’s favored weapon is the natural weapon, and he grants Wild feats to his followers or sign bearers.
Neutral
Aolus
Air, Animal, Earth, Plant, Water
Aolus, in contrast to Respirion, is the patron deity of nature and natural happenings. He favors those who tend plants and animals, and those who live in the water or on the earth. Aolus is the other deity to whom the prayers of druids and rangers are often sent. Aolus’ favored weapon is the nunchaku, and he grants Races of the Wild feats to his followers or sign bearers.
The Weaver
Artifice, Knowledge, Luck, Magic, Rune
The Weaver is the oldest of gods, and lies at the center of magic in all the planes. She rarely involves herself in the affairs of mortals and gods, but many students of arcane knowledge offer their prayers to her. The Weaver’s favored weapon is the ranged touch attack, and she grants metamagic feats to her followers or sign bearers. (non-main feats.)
Hubrus
Charm, Luck, Madness, Travel, Trickery
Hubrus is the thorn in the side of the star crossed lover, and many wars and troubles can be traced back to his meddling ways. He is the patron deity of forbidden love, lost travelers, gamblers, rogues, and bastards. His favored weapon is the dagger. Hubrus grants skill tricks to his followers or sign bearers.
Cumulus
Air, Animal, Glory, Sun, Travel
Cumulus is the patron deity of travelers by land, of birds, and of explorers. He favors rangers and druids, and anyone with an affinity for birds, such as anyone with a bird as an animal companion or familiar. His favored weapon is the javelin, and he grants Frostburn feats to his followers or sign bearers.
Bulwark
Artifice, Community, Nobility, Protection, War
Bulwark is the god of high walls and city defenses. He also favors soldiers, city guards, policemen, and masons. Bulwark is also known as The Metropolis, for his traditional favor towards large cities and dense populations. Bulwark’s favored weapon is the short bow, and he grants Tactical feats to his followers or sign bearers.
Expedian
Protection, Sun, Travel, Water, Weather
Expedian is the god of ocean voyages and travellers, and favors sailors and passengers on long journeys. She is known as the whispering wind, as she most favors vessels carrying news to distant places. Her favored weapon is the rapier, and she grants stormwrack feats to her followers or sign bearers.
Imperius
Charm, Knowledge, Nobility, Protection, Strength
Imperius is the god of chivalry and statesmanship. He protects those who negotiate and debate, and favors advisors, courtiers, and knights. His favored weapon is the lance. Imperious grants mounted feats to his followers or sign bearers.
Xenon
Artifice, Community, Earth, Fire, Rune
Xenon is the god of constructs and artisans, as he himself was once forged from steel and force and bound together with epic magics and runes. All who work the earth or use hammer, fire, and steel to work their trade can call xenon their friend. His favored weapon is the hammer (any), and he grants item creation feats (including master craftsman) to his followers or sign bearers.
Optimus
Glory, Good, War, Law, Strength
Optimus epitomizes concepts of goodness and bravery in battle, rewarding those warrior who show strength and honor. His favored weapon is the Longsword. Optimus grants tactical feats to his followers or sign bearers.
Radius
Good, Law, Repose, Sun, Healing
Radius is the younger brother of Optimus, and faught along his side in many battles. While he is a soldier, he is not the direct patron of warriors, but rather of light, healing, medicine, and natural death, opposing undeath in all its forms. He is also the patron deity of the Phalanx. His favored weapon is the short spear. Radius grants Exalted feats to his followers or sign bearers.
Chaotic Good
Sabian
Chaos, Good, Luck, Strength, War
Sabian is the older sister of Optimus and Radius, and is fickle and prone to a mean temper. She is the patron deity of tribal societies, barbarians, and fury in combat. Her favored weapon is the great axe. Sabian grants rage feats to her followers or sign bearers.
Neutral Good
Agrian
Community, Good, Plant, Water, Weather
Agrian is the patron deity of farmers and the harvest. She also favors villiages and hamlets. Her favored weapon is the scythe. Agrian grants Races of Destiny feats to her followers or sign bearers.
Itinerus
Community, Good, Liberation, Repose, Travel
Itinerus is the patron deity of nomad societies and travelers. He also favors hospitality and the hearth. His favored weapon is the quarter staff. Itinerus grants Sandstorm feats to his followers or sign bearers.
Lawful Evil
Vanculus
Death, Evil, Glory, Law, Luck
Vanculus is the god of victory in battle at any cost, and favors those who seek glory and war honors but strictly adhere to the rules of war. Vanculus is also the patron deity of prisoners of war. His favored weapon is the great sword. Vanculus grants tactical feats to his followers or sign bearers.
Chaotic Evil
Annihilus
Chaos, Death, Destruction, Evil, War
Annihilus is the patron deity of carnage and blood shed. He favors those who give no quarter to a defeated enemy. He is also the patron deity of undead and those who create them. Annihilus’ favored weapon is the mace. He grants vile darkness feats to his followers or sign bearers.
Devian
Chaos, Darkness, Evil, Fire, Strength
Devian is the patron deity of arson, conflagration, demons, and those who show the courage to destroy their enemies and the resolution to do so thoroughly. Her favored weapon is the unarmed strike. Devian grants rage feats to her followers and sign bearers.
Neutral Evil
Nihilan
Darkness, Death, Destruction, Evil, Fire
Nihilan is Devian’s younger sister, and shares much of her interests, though Nihilan revels in the undead and the destruction of everything in her path. Her favored weapon is the crossbow. Nihilan grants Libris Mortis feats to her followers or sign bearers.
Clamorus
Evil, Glory, Protection, War, Weather
Clamorus is the god of sailing ships of war, navies, pirates, and battle at sea. He is known as “the wind which brings war.” His favored weapon is the cutlass. Clamorus grants stormwrack feats to his followers or sign bearers.
Lawful Neutral
Regalus
Community, Knowledge, Law, Liberation, Nobility
Regalus is the god of honorable government and lawful proceeding. He is the patron deity of criminals in prison, judges, policemen, professionals, academics, and rulers. His favored weapon is the net. Regalus grants skill feats to his followers or sign bearers.
Chaotic Neutral
Respirion
Chaos, Earth, Healing, Plant, Repose
Respirion is a god of wild nature, rebirth, decomposition, and wild growth. He is one of the deities towards whom the prayers of druids and rangers are directed. He opposes undeath and favors herbalism and healing. Respirion’s favored weapon is the natural weapon, and he grants Wild feats to his followers or sign bearers.
Neutral
Aolus
Air, Animal, Earth, Plant, Water
Aolus, in contrast to Respirion, is the patron deity of nature and natural happenings. He favors those who tend plants and animals, and those who live in the water or on the earth. Aolus is the other deity to whom the prayers of druids and rangers are often sent. Aolus’ favored weapon is the nunchaku, and he grants Races of the Wild feats to his followers or sign bearers.
The Weaver
Artifice, Knowledge, Luck, Magic, Rune
The Weaver is the oldest of gods, and lies at the center of magic in all the planes. She rarely involves herself in the affairs of mortals and gods, but many students of arcane knowledge offer their prayers to her. The Weaver’s favored weapon is the ranged touch attack, and she grants metamagic feats to her followers or sign bearers. (non-main feats.)
Hubrus
Charm, Luck, Madness, Travel, Trickery
Hubrus is the thorn in the side of the star crossed lover, and many wars and troubles can be traced back to his meddling ways. He is the patron deity of forbidden love, lost travelers, gamblers, rogues, and bastards. His favored weapon is the dagger. Hubrus grants skill tricks to his followers or sign bearers.
Cumulus
Air, Animal, Glory, Sun, Travel
Cumulus is the patron deity of travelers by land, of birds, and of explorers. He favors rangers and druids, and anyone with an affinity for birds, such as anyone with a bird as an animal companion or familiar. His favored weapon is the javelin, and he grants Frostburn feats to his followers or sign bearers.
Bulwark
Artifice, Community, Nobility, Protection, War
Bulwark is the god of high walls and city defenses. He also favors soldiers, city guards, policemen, and masons. Bulwark is also known as The Metropolis, for his traditional favor towards large cities and dense populations. Bulwark’s favored weapon is the short bow, and he grants Tactical feats to his followers or sign bearers.
Expedian
Protection, Sun, Travel, Water, Weather
Expedian is the god of ocean voyages and travellers, and favors sailors and passengers on long journeys. She is known as the whispering wind, as she most favors vessels carrying news to distant places. Her favored weapon is the rapier, and she grants stormwrack feats to her followers or sign bearers.
Imperius
Charm, Knowledge, Nobility, Protection, Strength
Imperius is the god of chivalry and statesmanship. He protects those who negotiate and debate, and favors advisors, courtiers, and knights. His favored weapon is the lance. Imperious grants mounted feats to his followers or sign bearers.
Xenon
Artifice, Community, Earth, Fire, Rune
Xenon is the god of constructs and artisans, as he himself was once forged from steel and force and bound together with epic magics and runes. All who work the earth or use hammer, fire, and steel to work their trade can call xenon their friend. His favored weapon is the hammer (any), and he grants item creation feats (including master craftsman) to his followers or sign bearers.
so, here is what I'm currently working with doing for your bonus feats.
Option 1: You select a god who you either worship (cleric or no) or whose sign you were born under, and take your bonus feats from the indicated category in his/her/its flavor text (located above), or
Option 2: If you can provide a good reason why your character should not fall into either category that is part of option 1, and justify his or her receiving feats of a similar nature with your back story, then on a case by case basis I will approve those feats. Your character should, at a minimum, already take at least one feat, feature, class, race or some other aspect from the desired book, though this is not a mandatory requirement.
Some of the feat options may be further revised to include or exclude certain books or individual feats.
Option 1: You select a god who you either worship (cleric or no) or whose sign you were born under, and take your bonus feats from the indicated category in his/her/its flavor text (located above), or
Option 2: If you can provide a good reason why your character should not fall into either category that is part of option 1, and justify his or her receiving feats of a similar nature with your back story, then on a case by case basis I will approve those feats. Your character should, at a minimum, already take at least one feat, feature, class, race or some other aspect from the desired book, though this is not a mandatory requirement.
Some of the feat options may be further revised to include or exclude certain books or individual feats.
For my part, some of the charm was playing variants on a theme... we seldom play all one class/clan/whatever, and it would be a fun alternative, like playing all ventrue or something. But logically a tribe would in fact have other options.
I propose that Cha or Wis casting classes be allowed, assuming a correct feel, and that "wildernessy" warrior classes be allowed (scout, ranger, barb, dragon shaman, etc) but not those representing a more formalized and organized military tradition (i.e. duskblade, paladin, fighter, monk, etc).
I propose that Cha or Wis casting classes be allowed, assuming a correct feel, and that "wildernessy" warrior classes be allowed (scout, ranger, barb, dragon shaman, etc) but not those representing a more formalized and organized military tradition (i.e. duskblade, paladin, fighter, monk, etc).
Threading the Gerbil since 1982
Further character creation instructions:
Receive 5000 experience points and level your character appropriately.
Spend your starting gold on your gear. Request approval for any purchases made out of non-core books. You may not purchase food, or animals, as any animals you had are now dead from either being killed for food or from starving to death. Winter clothing is recommended.
Characters with a shared background may choose one teamwork feat, as per DMGII and other books, that they have already trained. They must have the necessary prerequisites and must designate a team leader for this benefit. Reduce skill requirements by 3, but not below 1.
Make your saves and checks. The following are required.
It has been 5 days since you've had any food. Make two Constitution checks (1d20+con) against difficulties of 10 and 11. For each of them that you fail you take 1d6 nonlethal damage, not curable by healing skills or spells. If you take damage in this way, you are Fatigued.
If you do not have adequate winter clothing, make a fortitude save against a DC of 15, if you fail you are frost bitten and take 1d6 nonlethal damage and are fatigued. This represents how long you've been out in the cold exposed at the start of the game. If you have the survival skill, refer to the skill description in the core book and apply your bonuses as appropriate, and you may apply this bonus to allies you know before the game starts.
Receive 5000 experience points and level your character appropriately.
Spend your starting gold on your gear. Request approval for any purchases made out of non-core books. You may not purchase food, or animals, as any animals you had are now dead from either being killed for food or from starving to death. Winter clothing is recommended.
Characters with a shared background may choose one teamwork feat, as per DMGII and other books, that they have already trained. They must have the necessary prerequisites and must designate a team leader for this benefit. Reduce skill requirements by 3, but not below 1.
Make your saves and checks. The following are required.
It has been 5 days since you've had any food. Make two Constitution checks (1d20+con) against difficulties of 10 and 11. For each of them that you fail you take 1d6 nonlethal damage, not curable by healing skills or spells. If you take damage in this way, you are Fatigued.
If you do not have adequate winter clothing, make a fortitude save against a DC of 15, if you fail you are frost bitten and take 1d6 nonlethal damage and are fatigued. This represents how long you've been out in the cold exposed at the start of the game. If you have the survival skill, refer to the skill description in the core book and apply your bonuses as appropriate, and you may apply this bonus to allies you know before the game starts.
Three questions:
1) What progression chart for exp are we using? Fast/Medium/Slow?
2) What chart are we using for starting gold? The only one I know I've seen in the PFCore is for NPCs, but there's a ton of stuff in that book, so I may have missed it.
3) If we have something like Endure Elements or cold resistance of some kind, does that affect the frostbite damage?
1) What progression chart for exp are we using? Fast/Medium/Slow?
2) What chart are we using for starting gold? The only one I know I've seen in the PFCore is for NPCs, but there's a ton of stuff in that book, so I may have missed it.
3) If we have something like Endure Elements or cold resistance of some kind, does that affect the frostbite damage?
- Liquidprism
- Lost Soul
- Posts: 1509
- Joined: Tue Jun 17, 2008 11:40 pm
- Location: Behind You...
Im assuming thats on the Medium track, as that puts us right at 3rd level. Which gives us 3000 gold according to the PF rulebook under 'designing encounters'.
I was going to ask about having a family weapon that was past down to me... its non-standard, but also none magical. Should I just include that in my gold expenditure or what?
Does the teamwork feat count as a feat selection or is a bonus feat you are giving us?
Can we take flaws?
I was going to ask about having a family weapon that was past down to me... its non-standard, but also none magical. Should I just include that in my gold expenditure or what?
Does the teamwork feat count as a feat selection or is a bonus feat you are giving us?
Can we take flaws?
All things in moderation...Except syrup.
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