Iron Kingdoms Game (OOC)

Ranger Rick said:
Damn I can not own three guns?
You can own as many guns as you can afford. I was referring to specially constructed magelock pistols, which are custom made by the Rhulfolk. Those are the ones that are generally only handed out to elite military units.

Ranger Rick said:
I will just take the one military pistol and buy the Carbine off the black market for an extra 500. Can I bond with the carbine?
The carbine is technically not a pistol, but a pistol/rifle hybrid, so you don't even have the proficiency to use it (just realized this). It's basically a cut-down rifle and requires the Exotic Weapon Proficiency (small arms), which you don't have.

Ranger Rick said:
I did figure out ammo costs.
Per ammo
Military pistol - I am doing 8+5 =13 times 12 for a bandolier = 468. Why are you 1.5 more expensive than me?
Each bandolier costs 5 sp.

Ranger Rick said:
Carbine I am doing 12+5 =17 times 12 for a bandolier = 204. Why are you 23.5 less expensive than me?
Military carbine ammo starts at 10 gp a shot.

Ranger Rick said:
What is the AC on a serricsteal chain shirt? Would it still be 4?
Yes. The only bonus you get for lesser serricsteel vs. normal masterwork chain shirt is a reduction in weight (4/5ths the weight) and an increased hardness (which does not apply to normal combat, but only if someone is trying to sunder it, or attack it while you are not wearing it.)
 

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Now that I've heard people's comments it seems that everyone would be interested in sort-of an independent "problem-solver" type of company that hires itself out for various jobs. That way you are not wedded to one group, and adventures could head in many different directions. I think that's a great idea, although I do think that we should get more specific about this.

In order to narrow things down a bit, I'd like to create some backstory about the kinds of jobs you have done in the past. The way it will work is that I will give you the basic outline of the job, and then each of you can let the rest of us know how your character was involved. I'll give you more information at the end of this post.

One of the things that folks could start working on while we are waiting for people to finish their characters is the home base. I'm assuming that you are renting a house for all of you to live in and work from, although not everyone necessarily needs to live there. The house would probably have a few servants (you've got enough money to pay wages for quite some time). What do the servants look like? What are their names, ethnicities, or races? Are they good at their job? What would the house look like? I'm assuming it's not in THE worst part of town, but certainly not in the best. How many stories does it have? Do you keep equipment there that you wouldn't necessarily carry around with you? Do you have horses, and if so, do you have your own stable, or do you rent space at a neighborhood stablery?

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

PAST JOB
First Job

(2 years ago)
Having recently established themselves in the town of Ceryl, the [INSERT NAME OF GROUP] was hired by concerned parishoners of a local church of Morrow to track down their priest who had fled his congregation. Upon interviewing his parishoners the PCs had discovered that the local Vicarate Council of Ceryl was busy appointing a new interim priest, but that they had given up looking for the one who disappeared. The priest had been acting very strangely in the weeks prior to his disappearance, giving strange sermons involving the end of the world, and fortelling a great calamity which would befall Cygnar.
The priest had also run off with a large amount of the congregation's offerings and a number of antique altar clothes, which they wanted back.
A quick investigation of the church's rectory revealed that it seemed that the priest had become addicted to a drug called porphyry, and that it might have driven him a bit mad. None of you had heard of the drug before, or knew where it came from.
Following one of the many leads they received they traveled to the nearby fishing village of Eaglescove where they discovered that locals had seen the priest a few months back, heading out to a nearby island in a little boat.
On the island they had to contend with a group of pirates and brigands who in addition to being a menace to the local shipping industry, had begun kidnapping people and selling them to the crew of Satyxisian slavers. From these folk they discovered that a man fitting the description of the priest had made a home on the far side of the island, and was living with a tribe of bogrin.
After tracking down the bogrin the group found out that they were following the priest as some kind of prophet of the Devourer Wurm and that he had retreated to a partially-submerged cave near the water.
Once they found the cave they found the priest, but he was already quite unstable, ranting and raving about the end of the world and the ascendence of the "Great Devourer". Although he was eventually captured alive, he had not gone without a fight and had displayed magical abilities not generally found among priests of Morrow, including control over a local pack of burrow-mawgs.
The group eventually returned him to Ceryl, where he was taken into the care of the Church.
 

I thought all pistols where mage lock.

The price list I have is for pistols...carbine is on that list. Therefoe I thought I could fire it.

Being gone this weekend, I will redo my PC on Monday.
 

Ranger Rick said:
I thought all pistols where mage lock.

The price list I have is for pistols...carbine is on that list. Therefoe I thought I could fire it.

Being gone this weekend, I will redo my PC on Monday.
Nope, magelock pistols are very special and very rare.

Nope, the carbine is not a pistol. It has almost double the range of even a military pistol and weighs twice as much.
 

Evangaline Di La Travasse

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4th level Ryn Fighter

Background: Eva was born to a minor noble family in the cultured Llaelese capital city of Merywyn to her diplomat father and doting mother. She was raised in the lap of luxury, and never wanted for anything. As she was groomed for a diplomatic career, she proved to be too hot-headed and temperamental for the role, and spent most of her time studying the dueling history of Llael rather than her books. Her father attempted vainly to push her into the role of student and diplomat, but she rebelled and took to the road, hoping to prove herself to her family that she has what it takes to become a renowned duelist. Fleeing her home, she traveled to the city of Caspia in Cygnar, where she took a job as a bodyguard for an elderly merchant. After honing her skills fighting inept brigands and pickpockets, Eva decided a more challenging occupation was needed, and joined an adventuring party based in Caspia, hoping to improve her skills and make her own way. The party was together for nearly two years. Her companions were constantly getting her out of trouble, for her temper, while having settled a bit, still lurks just below the surface. The Di La Travasse name still demands respect in Eva's opinion, and insults on her or her companions require swift retribution. However, dueling is not well received in Cygnar, which leads to many overnight stays in a filthy stockade or a drained purse to smooth over law enforcement. With money getting tight, she contacted her family for help. Her father refused to help unless she returned home. After some contemplation, she left behind her friends to travel home to Merywyn. Returning to school, she was settling back into her old life. It took some adjustments, but all was going well.

Then the Khards invaded. The peaceful, civilized life of Llael was shattered. Eva fled her nation, leaving behind an occupied city. She found her old companions easily enough and has decided to bide her time before returning to help the resistance that is plaguing the Khardoran invaders.

Appearance: Slender of build, Eva's small hands and feet and a petite build don't show her strength and endurance. She has fine features, with fierce eyes and an aristocratic air about her. Eva is ready to smile and friendly, but her eyes are quick to turn angry at an insulting phrase. She is always very well kept and clean, seemingly even in the worst situations.

About this character: On the surface, Eva is a calm and dignified person with the perfect temperament for her father's calling, but she has a short temper that often gets her in trouble. She was in 12 duels in her last year of school alone, and lost over half of them. Her main goal in life is to become the dueling hero she already acts like, and she has a strong tendency to overstate her abilities, and has a bit of arrogance in all her actions. As she matures, she is starting to realize the value of teamwork. Eva takes much pride in her appearance, and hates to been seen with a hair out of place or a ruffled appearance. Eva has a dislike of firearms, feeling that even the most advanced ones are a coarse and uncouth weapon compared to the more "noble" blade.

Quote: "You reek of smoke, and your hands are covered with gunpowder stains. Just because we are forced to associate with common soldiers, doesn't mean you must smell like one."

Age: 22
Height: 5’6”
Weight: 105
Hair: Black
Eyes: Green
Class: Fighter
Level: 4
Experience:
Alignment: CG
Deity: Morrow

Statistics:

STR: 12
DEX: 18
CON: 12
INT: 13
WIS: 10
CHA: 10
Hit Points: 35 (11+8+8+8)
Saving Throws:
Fortitude: +5 (base +4, CON +1)
Reflex: +5 (base +1, DEX +4)
Will: +1 (base +1)
Armor Class: 19 (Base 10, +3 Armor, +1 Greatcoat, +4 DEX, +1 Two-Weapon Defense)
Initiative: +8
Base Attack Bonus: +4

Weapons/attacks:
Rapier +9, 1d6+1 damage, 18/x2 Crit
Dagger +9, 1d4+1 damage, 19/x2 Crit
Normally attacks two-handed at +7/+7
Reinforced Gloves +8 1d3+1 damage 20/x2 Crit or +6/+6

Skills:

Appraise +4 (3 ranks, +1 Int)
Balance +4
Bluff +3 (+2 racial)
Climb* +5 (4 ranks, +1 STR)
Concentration +1
Craft* +1
Decipher Script +1
Diplomacy* +6 (6 ranks)
Forgery +1
Hide +4
Intimidate* +7 (7 ranks)
Jump* +5 (4 ranks, +1 STR)
Knowledge (local-Llael) +2 (1 rank, +1 Int)
Knowledge (nobility and royalty) +2 (1 rank, +1 Int)
Move Silently +4
Ride* +5 (1 rank, +4 DEX)
Search +1
Sense Motive +2 (+2 racial)
Swim* +5 (4 ranks, +1 STR)
Tumble +7 (3 ranks cross-class, +4 DEX)

Feats:
Combat Expertise (starting feat)
Improved Disarm (starting feat)
Improved Initiative (fighter bonus feat)
Weapon Finesse (fighter bonus feat)
Two-Weapon Fighting (fighter bonus feat)
Two-Weapon Defense (3rd level feat)

Racial Features:
4 bonus skill points at first level, 1 bonus skill point per level after first
Bonus starting feat

Languages:
Cygnaran, Llaelese, Khadoran

Equipment:
Custom-made dueling armor (uses Masterwork Studded leather stats) 175gp
Masterwork Rapier 320gp
Masterwork Dagger 302gp
Reinforced Gloves 12gp
Greatcoat 20gp
Backpack 2gp
-Bedroll 1sp
-Flintstriker 6gp
-Candle x10 1sp
-Inkpen and Ink 8 gp 1sp
-10 sheets of paper in scrollcase 5gp
-Hooded Lantern and 5 pints of oil 7gp 5sp
-1 lb perfumed soap 10gp
-Whetstone 2cp
-three days rations 1gp 5sp
-Waterskin 1gp
-Antitoxin (2 doses, +5 to Fort saves vs. poison) 100gp
-Corben’s Invigorating Elixir (5 doses, heals 1d6, 1d6+3 secondary) 900gp
Expensive clothing 30gp
Light Riding Horse w/ riding saddle 85gp
Purse containing 14gp, 6sp, and 8cp
(3400gp spent on education)

Some deeper employment history:

First Job: Eva took on a job as a bodyguard for an elderly merchant by the name of Filus Drent in Cygnar. He was a bit of a lecher, but a well placed jab with the tip of her rapier one night when he had too much to drink stopped that sort of unwanted attention. Eva was in his employ for nearly six months before leaving due mostly to boredom. She felt scaring off pickpockets and the occasional skirmish against inept brigands was a waste of her skills, regardless of the comfortable pay.

Second Job: A shipping company from Meredian Ventures approached Eva with an offer to pay her for two month’s service. She was skeptical at first of working for another merchant, but it turned out they had an investigator looking for a missing crew and cargo after a suspicious shipwreck. Quinn Donovan, the investigator, needed a bodyguard for the length of the inquiry. They finally found the cargo in the hold of an enterprising Cygnaran merchant captain named Gorman Brindlefel, who was using his ship to commit acts of piracy when business was slow. Brindlefel escaped and was never tried for his crimes. Eva has kept up a friendly correspondence with Donovan, who now lives in Mercir.

Third Job: Eva joined a team going by the name of Fenwick’s Professional Adventuring Services. Arthur Fenwick himself was a lazy banker from Caspia rarely strayed from his comfortable apartment near the Sacteum, but he pumped massive amounts of Crowns into the small band’s endeavors. They took on missions ranging from finding stolen items to providing security for Fenwick’s banking associates. Eva only did eight jobs for Fenwick over the course of two years, but it was enough to pay for her way back to Llael after failed attempts to get funds from her family. Fenwick and Eva did not part ways in a good manner, as she was in the middle of a two year contract. She paid the man’s fees, but he has done all he can to soil her reputation in Caspia.

Fourth Job: Returning home to Merywyn, Eva lived with her family. She attended school at the Merywyn Academy for the Advancement of Knowledge, learning details about appraising trade goods and local power structures.

Fifth Job, first with this group: Fleeing to Ceryl in as Khador rushed into Llael, Eva joined a group of adventurers looking to add some melee ability to the group. They were first hired by concerned parishoners of a local church of Morrow to track down their priest who had fled his congregation. Eva did what she could to solve the mystery, but it largely fell to others in the group to figure out the clues and track the priest to a small island near Eaglescove. He was determined to be under the influence of a powerful drug called porphyry. Eva’s strengths finally came into play as they reached the island and meet with the group of pirates and brigands who called it home. She beat the group’s champion, a one-eyed brute by the name of Silas, with an amazing display of dueling talent and cowed the group into showing the heroes where the priest was hiding. They tracked the bogrin the priest was with to a cave, where he was found in a half-mad state. He had somehow taken control over a pack of burrow-mawgs, which fought the party in a desperate battle outside the cave entrance. Eventually they captured the priest and brought him back to the Church in Ceryl.
 

Whew! That took longer than I expected. I went into her background a bit deeper to give you some seeds if you ever need them, and posted a little bit regarding the group's (okay, we need a good name ASAP) first adventure together. Thanks for the kickstart with that synopsis, BrOp.

I dropped the racial adjustments for Eva's attributes, added in the skills for her schooling, and purchased some gear. Should be ready to go once we get some more background stuff in. Popped her in the RG, as well.

I'm out of time to go over the 'base of operations' stuff, but I'll join any discuassions we have on it during the week.

Thanks for your patience, BrOp. Looking forward to playing in your IK again.:D
 


Branding Opportunity said:
The IK-equivalent of mithral (or mithril if you're a Tolkien purist) is serricsteel. Serricsteel comes in two flavors: quenched or lighter serricsteel and unquenched. Lesser or unquenched serricsteel are lighter than normal and more durable than standard steel. They are four-fifths the normal weight of steel armor and weapons made of it have 20 hit points per inch of thickness and hardness 15.

Here are the cost modifiers for lesser serricsteel:
LIGHT ARMOR +600 GP
MEDIUM ARMOR +1,000 GP
HEAVY ARMOR +1,500 GP
WEAPON +300 GP


Quenched serricsteel is far more durable than unquenched, but also much more expensive. Bludgeoning and slashing weapons fashioned from quenched serricsteel have the natural ability to bypass hardness when sundering weapons or attacking objects, ignording hardness less than 15. Additionally, weapons and armor made from sericsteel are lighter than normal, at four-fifths the normal weight for a standard item. Weapons, armor and shields made from serricsteel have one-third more hit points than normal. Serricsteel has 30 hp per inch of thickness and hardness 20.

Here are the cost modifiers for quenched serricsteel:
LIGHT ARMOR +3,000 GP
MEDIUM ARMOR +5,000 GP
HEAVY ARMOR +7,500 GP
WEAPON +1,500 GP


Also, all standard D&D monsters that generally have x/Adamantine DR, now have x/Serricsteel DR.

Are the ASF the same as in mithril or is thier a difference?
 


God how I hate to do this but I just can't seem to find the time to read up on the setting and finish my character, so I am going to have to bail on this game.

Sorry for the hold up as this game looked to be one of the more interesting on here.

Thanks for the help and again sorry for delaying everyone.
 

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