Lord Robert – Arcane Resettler

NOTE: These are examples and not the actual characters (The players like having their secrets and mysteries while the game is in play).

Previously we had Melinda, a personal assistant and bodyguard. Well, we need someone to for her to guard and assist…

Lord Robert has 156 CP to spend as a level 4 PC – Base Level 4 is 120 CP, we add 8 CP for Duties (To his house and people), another 10 CP for taking 3 Disadvantages (GMs love to throw a twist in for fun), and 18 CP for bonus feats (Levels 1, 2 and 4).

The concept is pretty simple. We have a visionary leader with a plan, and underlings to help achieve that. He needs a place to lead, resources to trade for wealth and power, and people.

Since it would be weird to not be born in the same realm, we are also giving “Bob” the Order Birthright.

For Purchases:

  • At Level 1 d10 HD (6 CP) and then Levels 2-4 d8 (12 CP) for a total of 18 CP and HP formula of 10 + 5 + 4 + 5 = 24 Base HP
  • He spent 12 CP for saves – Fortitude +0 (0 CP), Reflex+1 (3 CP), and Will+3 (9 CP)
  • He is granted 14 Skill points for the Birthright Specialized Fast Learner
  • He also opted to go for a Campaign setting Bloodline theme with the other Bonus Feat from his Birthright.
  • Weapon Proficiencies: All Simple (3 CP) and all Martial (6 CP)
  • Skill Emphasis for a Martial Art (3 CP)
  • Reflex Training (STR used for Combat Reflexes Variant) and specialized for the primary weapon (3 CP)
  • Empowerment, specialized and corrupted (decreased cost) for two innate enchantments (2 CP)
  • Adept for reduced cost on 4 themed skills (6 CP)
  • Reflex Training (3/day variant) with +4 Bonus Uses, specialized and corrupted, (7/day) only for full attack action and retaining a move. (6 CP)
  • Finesse, Use Intelligence in place of Charisma for three skills – Diplomacy, Handle Animal and Bluff. (6 CP)
  • Opportunist, Corrupted (Decreased cost), uses an AoO to Aid Another for Defense when Ally is targeted. (4 CP)
  • Wilder Progression Level 7, Specialized for Theurgy, corrupted for a focus that could be removed from the character. (14 CP)
  • Mastery – Take 10 on 3x Intelligence Skills (Opted for Theurgy Skills – the six Verbs), a wise choice
  • Create Relic, corrupted and specialized (decreased cost) time to craft is time consuming (GM has the option of weeks to months instead of the typical 72 hours) (2 CP)
  • Double Enthusiast, specialized (increased effect) and corrupted (decreased cost) only for Relics, attuning to a relic takes much longer than 72 hours (weeks to months at the GM’s option)
    • Hopefully the player will pay off those restrictions as weeks to months can have a huge impact.
  • Fast Learner for keeping adept skills maxed out is the Birthright, but we shave 2 CP back. (4 CP)
  • Reflex Training / Specialized (Reduced Cost) only on the first round of combat after initiative to use a move action for power words. (3 CP)
  • Reflex Training, (3/day variant) specialized and corrupted (reduced cost) only to assist in Theurgy’s full round casting further restricted to immediate effects that end after a round. (2 CP)
  • Eldritch, this allows for colorful thematic changes but has no mechanical impact. (0 CP)
  • Triggering (Power Words), PC makes a CON check with a DC to not expend a use of the ability in question. (6 CP)
  • Mana x3, (Typically 18 CP, but the player is doing some weird pool selections to decrease the cost to 9 CP.
  • Occult Skill for Applied Spellcraft (3 CP)
  • Companion (Animal Companion) with Might (12 CP)
  • Privilege, gain next wealth level perks for the Animal Companion. (3 CP)

The player thinks sanctum to populate their claimed area to support the population is a good move. In fact, sanctum is great for boosting either personal power or a good boost in general. Since magic items don’t exist, getting long term settlement boosts are harder. This plan is sound.

The player’s selections of Relics, talismans and charms, and their innate enchantments will make some very interesting variations.

— More to follow later.

Sunday – Cancelled

Since we’re small in numbers for Sunday (And school work is still looming), I’m calling the game for Sunday (Tomorrow).

See everyone next month.

Sunday – Cancelled

 

I had a Dragonriders of Pern concept I wanted to test out, but due to issues, this game was cancelled.

 

See everyone next month.

Calvin’s Game

Spent the time to prep the characters. No actual game play.

Harry Potter – Cancelled Game

GM Mike unable to run, and GM Andrew off. No Game.

 

Sorry folks.

Innocent or Guilty – Session 23

Innocent or Guilty

PLAYERS:

  • Calvin playing Burgmor
  • Rebekah playing Gabby
  • Sean playing Zhaital
  • Matt K. playing Felix
  • Rachael playing???
  • ABSENT: Camrin
  • ABSENT: Faye

The Search for the Amulet:

Continuing onward, the group decides to track down the mysterious Amulet that Felix seems enthralled with. Finding a Portal, and activating it, the group goes into a Hellish Plane.

Finding a Ebony Tower, the group enters. No light pierces the darkness, simple torches only give a faint light out to 5 feet. Burgmor wanders off, and ends up being attacked. Felix manages to make it to a level, and is stranded when Burgmor dispels the magic in the area. Felix meets a strange old man. After conversing, the old man allows Felix to see his Telescope. Felix discovers his amulet in a hollow leg.

Burgmor is dropped to 1 Strength after being foolish enough to wander off from the group. Zhaital is perplexed and mad that his friends seem to use BAD MAGIC!.

After a few more incidents, the group leaves the Tower and make it back to their dimension after sacrificing a valuable gem.