The last colony OOC thread


log in or register to remove this ad

I redid the trader as a rogue 2 and not as an aasimar but just the celistial blood line.

I need 2 more languages, any ideas?

FYI I will be offline this weekend getting on line on Monday.
 


Perhaps a wizard or artificer from the Republic, you mentioned that gunpowder is in use, so it would be interesting to integrate that into the character. He would stand out quite a bit from the others in the party.
 

No problem Ferrix. How do you envision integrating the gunpowder?

RR,
common language in the trading post is Kronerg but most business people around the world knows and trade in Axyrian. You could also speak the language of one of the tribes.
 
Last edited:

I think I may have found a setting that's finally inspired me to try a Bard. Here's the concept, stats to follow:

Saul Leoster

Saul was a child of privelege and good looks. He got his way. A lot. He had the finest clothes, studied at the best schools, had money and favors in whatever quantities he cared to request. It bored him to tears. There was no challenge to his life; he craved the exotic, the unknown. So, despite his parent's objections, he found tutelage with Aral Senoj, Anthropologist Extraordinaire, and set off for adventure.

What he found was entirely unexpected. Set to the non-adventurous task of cataloging native songs, Saul unintentionally discovered that some of them, with the right intonation, actually produced magical effects. Here the civilized world was looking down on the tribals, when they were sitting on this horde of undiscovered powers!

Secluded natives could be reluctant, but Aral's name opened many doors. In short order, Saul had met secretive tribes of humans, gnomes, even lizardmen. And with a little nudging from Saul's own personally-charismatic ways, he'd collected quite a few of their traditional--sometimes even secret--songs. Not all of them yielded magic, but even those that didn't often told tales that might, once interpreted, lead to other magics left hidden. Aral took his notes for posterity and higher learning; Saul took his for the chance to fling magic from his fingertips.

Unfortunately, during one of the recent expeditions to the Marsh of Grutru, one of the medicine men caught Saul using their sacred wild song to conjure up the monkey they worshipped as a trickster spirit and have it do backflips. Insulted beyond measure, it was only a combination of Aral's reputation and a lot of luck that saved the young man from being a sacrificial appeasement to the demeaned monkey.

Aral didn't take it well. In fact, he's kicked Saul off his expeditionary ship at a trading post in Kernarg, sneering that he should use his stolen power songs and "natural charms" to secure himself passage the rest of the way home.
 

Jkason, I really like that background. I already envision your character. I also assume he is from the Kernarg Republic.

I am curious to see how you will stat him.
 
Last edited:

Jkason, I would like to add the following.

Saul spent all his life in the rich flying cities of the Republic. His parents, rich merchant living in Krotenborg, where spending their time travelling from city to city. Saul spent more time with his nanny and teachers than with his parents.

He had the chance to take the flying ship or the faster air rail connecting the various large city of the republic but was never allowed to actually put a feet on the ground. Most citizen were strongly recommanded to stay in the city and not mess with the lower class, slave and foreigners inhabiting and working on the land. His own father was owning hectares of land used for cattle but very rarely went "Below" relying on Avtor his concierge to make sure his property were taken care of, properly.

His own mother who spent her entire life "Above" was scared only by the idea of having to go "Below".

But Aral gave him that opportunity. None of the flying ship were powerfull enough to reach the new continent so they had to rely on good old technology. After a short (2-3 day) trip to Drolmont by air rail he finally had the chance to put a foot on the ground. Drolmont is the most south western city connected to the air rail network. It's located in the old Erul country. This major city is very important since most merchandise coming to the Republic from all western collony go through it and vice-versa. Cargo are unloaded from sea ship, passed through customs and reloaded to air rail and air ship to the various city of the republic and vice-versa.

smuggling is a major problem since it brings a lot of violence especially "below" around the Sea port and the customs.

I leave you the chance to describe how Saul lived his first time on the ground.

He then walked among the "common folk" and finally got to the sea ship that would bring him to his destiny.

Just a nice way to describe the life of the rich in the Republic, feel free to add or modify.

Also only 20% of the population lives "Above" and they are the only one allowed to vote since they are the only one considered citizen of the Republic. The Republic are strong follower of Heireionous and consider themselves Lawful Good.

Also you can imagine the flying city as a flying Venice, low buildings, spread in a very chaotic way. Simply replace the waterway by a magical cloud that seems to hold the city in the air and prevent people from falling. In each city there are a few circle of teleportation that allow merchandise and people to go up or down.

But in Kernag (the Island continent) people are still living like the common folk and don't have access to that level of magic and confort.
 
Last edited:


Saul: stats

I definitely like the floating city stuff. Means even big city living for the character is a kind of "slumming it." I don't see any conflicts with what I'd done / how I envision the character, and it ought to make for some interesting cultural interactions.

Below is the statted out character. On languages, I thought Elf would make sense given the current leadership back home, plus it would have been something he probably practiced with some of the tribal groups. I wasn't sure what the lizardmen spoke, so I used the name of the tribe. Again, seemed to make sense with his background.

Let me know if anything looks off.

jason


Code:
[B]Name:[/B] Saul Leoster
[B]Class:[/B] Bard 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] ?

[B]Str:[/B] 12 +1 (4p)       [B]Level:[/B] 2        [B]XP:[/B] 1100
[B]Dex:[/B] 14 +2 (6p)       [B]BAB:[/B] +1         [B]HP:[/B] 11
[B]Con:[/B] 12 +1 (4p)       [B]Grapple:[/B] +2     [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2 (6p)       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p)       [B]Init:[/B] +2       [B]Spell Save:[/B] -
[B]Cha:[/B] 16 +3 (10p)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] -


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +2    +0    +0    +0    14
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       3    +2          +5
[B]Will:[/B]                      3    +0          +3 (+6 vs. mind-affecting)


[B]Weapon                  Attack   Damage     Critical[/B]
MW Longsword.............+2......1d8+1.......19-20/x2
MW Comp Shortbow +1 Str..+3......1d6+1.......x3, range 70 ft.


[B]Languages:[/B] Kronerg, Axyrian, Cruf 

[B]Abilities:[/B]

--Human--

* Extra Feat (1st level)
* All languages available
* Extra Skill points
* Any class favored

--Bard--

* Weapon proficiencies: all simple, longsword, rapier, sap, short sword, shortbow, whip
* Light armor, non-tower shield proficiencies
* No arcane spell failure chance in light armor
* Arcane Spell per day: 
            cantrips: 3 (DC 13)
            1st level: 1 (DC 14)
* Spells Known:
            cantrips(5): Detect Magic, Resistance, Flare, Lullaby, Message
            1st level (2): Summon Monster 1, Grease
* Bardic Knowledge +6 (level 2, +2 Int, +2 synergy Know History)
* Bardic Music 2x/day:
           Countersong
           Fascinate
           Inspire courage +1
           


[B]Feats:[/B] 
Point Blank Shot (1st level): +1 range attack roll up to 30 ft.
Force of Personality (bonus human): Cha bonus replaces Wis bonus for Will saves vs. mind-affecting spells/abilities (Complete Adventurer)

[B]Skill Points:[/B] 45       [B]Max Ranks:[/B] 5/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
--Class--
Perform:
     Sing..................5....+3..........+8
Tumble.....................5....+2..........+7
Use Magic Device...........5....+3..........+8
Bluff......................5....+3..........+8
Knowledge: 
      Arcana...............5....+2..........+7
      Geography............5....+2..........+7
      History..............5....+2..........+7
      Religion.............3....+2..........+5
      Noble/royal..........2....+2..........+4
Diplomacy..................3....+3...+2*....+8
Spellcraft.................2....+2...+2*....+6 (+8 spells on scrolls)
Jump.......................0....+1...+2*....+3
Balance....................0....+2...+2*....+4
Disguise...................0....+3..........+3 (+5 act in character)

--Cross Class--
Intimidate.................0....+3...+2*....+5
Survival...................0....+0..........+0 (+2 vs. getting lost / avoiding nat hazards)

* Synergy bonus



[B]Equipment:               Cost  Weight[/B]

MW Longsword.............315gp...4lb
MW Comp. Shortbow +1str..450gp...2lb
Arrows (20)...............1gp...3lb
Leather Armor............10gp...15lb
Backpack..................2gp...2lb
Candle....................1cp...--
Flint and steel...........1gp...--
Pouch, belt...............1gp...1/2lb
Trail rations (x4)........2gp...4lb
Sunrod....................2gp...1lb
Waterskin.................1gp...4lb
Ink (1 oz.)...............8gp...--
Inkpen....................1sp...--
Parchment (x5)............1gp...--
Explorer's Outfit.........--....--
Signal whistle............8sp...--
Spell comp. pouch.........5gp...2lb
Potion CLW...............50gp...1/10lb





[B]Total Weight:[/B]37.51lbs      [B]Money:[/B] 52gp 9cp 


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   260   650

[B]Age:[/B] 18
[B]Height:[/B] 5'11"
[B]Weight:[/B] 190lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Tan

Appearance: Saul has developed some rougher edges from having lived in some rugged conditions on his various anthropological expeditions, but "rough around the edges" is a cultivated look for Saul. He's more solidly muscled than he was during life in the floating cities. His hair and beard are trimmed to be shaggy but not unkempt. The tan he's developed in the wilds also suits him. And, though it serves a practical purpose, even his explorer's outfit is stylish in its ruggedness.
 
Last edited:

Remove ads

Top