| Post/Author/DateTime | Post |
|---|---|
| pippin_nl05-31-07, 07:24 PM | I have started a campaign in this setting. So far most of the campaign has resolved around issues in Darujhistan. Taking Darujhistan as an example: How would you create the following NPC's? (proposition in brackets) at the start of Gardens: Baruk (sorcerer 15 / expert 3) Vorcan (sorcerer 10 / assassin 10 / shadowcrafter 5) Kruppe (sorcerer 10 / rogue 3 / spymaster 3) Coll (aristocrat 6 / duelist 4) Rallick Nom (rogue 8 / assassin 8 without spellcasting) Crokus Younghand (rogue 4) Murillio (fighter 7) Derudan (cleric 15) Mammot (cleric 15) Travale (expert 8 / sorcerer 8) Tholis & Parald (sorcerer 15) Turban Orr (aristocrat 15) Lady Simtal (aristocrat 7) Estraysian D'Arle (aristocrat 11) Challice D'Arle (aristocrat 4) Ocelot (sorcerer 7 / fighter 2 / assassin 5) |
| queenfange06-03-07, 02:50 PM | Create NPCs? As in flesh them out? I don't know the campaign setting, but I'd be willing to help you if I can and if you give a bit more information. |
| pippin_nl06-03-07, 07:03 PM | The setting comes from an exceptional fantasy series. The characters mentioned all live in a city similar of a fantasy Bagdad (without the genies and carpets). Well more information is not a problem; Baruk is a powerful alchemist (few thousand years old; all mages live far longer; sorcery slows down the aging process) and the leader of a Cabal of mages. Derudan is one of the other members; she is someone who casts elemental magic, druid spells and protective magic and her spell are dependant on the seasons. Travale is another member and is known as a scholar. Tholis & Parald are ordinary members. Mammot is another member, both a world renowned historian and a caster of earth magic (high priest with fighting capabilities of a sorcerer or wizard; not those of a cleric)). The Cabal knows 12 members and together they are capable of protecting / ruling a city inhabited by 300.000 people from armies. Is this a good start? |
| Aneutralshadeofblack06-03-07, 07:33 PM | Kruppe is hinted at being far more powerful than your average mortal. I'd personally make him a level 21 character, assuming you take the standard and completely nonsensical 1-20 D&D progression rather than the much more appropriate 1-10 progression. That said, D&D rules don't work for the Book of the Fallen, which is why I'm currently scratch-building a setting inspired by it that uses none of the D&D races and few of the D&D classes. As for the others, it's been a while since I read Deadhouse Gates and the other novels with Seven Cities bits, so I can't remember half of them; sorry. For lulz, try statting Quick Ben. "Um, what do you call gestalt progression only with thirteen simultaneous character classes?" :P |
| pippin_nl06-04-07, 02:51 AM | Kruppe is hinted at being far more powerful than your average mortal. I'd personally make him a level 21 character, assuming you take the standard and completely nonsensical 1-20 D&D progression rather than the much more appropriate 1-10 progression. That said, D&D rules don't work for the Book of the Fallen, which is why I'm currently scratch-building a setting inspired by it that uses none of the D&D races and few of the D&D classes. As for the others, it's been a while since I read Deadhouse Gates and the other novels with Seven Cities bits, so I can't remember half of them; sorry. For lulz, try statting Quick Ben. "Um, what do you call gestalt progression only with thirteen simultaneous character classes?" :P Gestalt does not work for taking the same class multiple times, I think he should just have access to more Warrens (equals spell diversity), far more skill points (he has the knowledge of all those mages) and some epic feats (to cast most of his spells as a swift action) |
| queenfange06-04-07, 08:48 AM | Sounds like a good start. So... you want a stats block made up for Baruk, based on the fact he's a Sor15/Exp5 and that he's an alchemist, powerful leader, and a few thousand years old? Sounds nifty. I'll work fleshing out his stats if that's what you're looking for. |
| Aneutralshadeofblack06-04-07, 12:45 PM | Gestalt does not work for taking the same class multiple times Except Ben's multiple souls couldn't be considered identical classes unless you were really stretching it. Being a priest of Hood and a priest of Soliel are very different and give you different "class skills" and "class abilities." Add to that the fact that half of the souls his body contains aren't priests, and he's definitely progressing in multiple classes. Lifted from Encyclopædia Malazica: Kebharla, she was more a scholar than a mage (MoIp.356) Renisha, a sorcerer of High Meanas Keluger, A Septime Priest of D'riss, the Worm of Autumn Narkal, the warrior-mage, sworn to Fenner and aspirant to the god's Mortal Sword Ullan, the Soletaken priestess of Soliel Set'alahd Crool, a Jhag half blood who'd once driven Dassem Ultor back half a dozen steps in furious counter attack, his sword shining with the blessing of some unknown ascendant. Etra, a mistress of the Rashan warren Birith'erah, mage of the Serc warren who could pull storms down from the sky Gellid, witch of the Tennes warren A scholar mage, four spellcasters with various backgrounds and a different warren each, two priests of very different gods (three if you include his own priesthood), a half-Jagh (!) and a sworn warrior to the Boar of Summer. If that's not different classes, I don't know what is. Either way, he's gone head-to-head with gods more than once before. |
| pippin_nl06-04-07, 06:05 PM | Except Ben's multiple souls couldn't be considered identical classes unless you were really stretching it. Being a priest of Hood and a priest of Soliel are very different and give you different "class skills" and "class abilities." Add to that the fact that half of the souls his body contains aren't priests, and he's definitely progressing in multiple classes. Lifted from Encyclopædia Malazica: A scholar mage, four spellcasters with various backgrounds and a different warren each, two priests of very different gods (three if you include his own priesthood), a half-Jagh (!) and a sworn warrior to the Boar of Summer. If that's not different classes, I don't know what is. Either way, he's gone head-to-head with gods more than once before. Thanks for the list; it's not the origin of his souls that makes me believe he is not a super-gestalt, but the fact that we have only seen him cast spells; he does not seem to have any fighting (physical) skills. He does know a lot more than the average mage. Also there is not that much difference between priests and mages in the Malazan world; priests are representatives of their gods, many do not even need their gods for their power and lead pretty independent lives. The way they cast their spells seems the same. Which spells you can cast depends on Warrens and not on the type of spellcaster (mage or priest). Also D20 priests are excellent fighters, while most Malazan World priests are not (like Mammot). |
| pippin_nl06-04-07, 06:09 PM | Sounds like a good start. So... you want a stats block made up for Baruk, based on the fact he's a Sor15/Exp5 and that he's an alchemist, powerful leader, and a few thousand years old? Sounds nifty. I'll work fleshing out his stats if that's what you're looking for. That would be super; he is a hidden leader by the way (but quite rich) |
| Aneutralshadeofblack06-04-07, 07:23 PM | Also there is not that much difference between priests and mages in the Malazan world; priests are representatives of their gods, many do not even need their gods for their power and lead pretty independent lives. The way they cast their spells seems the same. Which spells you can cast depends on Warrens and not on the type of spellcaster (mage or priest). Also D20 priests are excellent fighters, while most Malazan World priests are not (like Mammot). I know, which is why my setting does away with the retarded D&D vancian dual casting in favour of a uniform spellpoint system. You're not the only one who's read the Tales, you know. :P That said, priests and mages are different. Priests converse with the god they represent and are authorised to tap the warren, whereas mages do it without bothering to ask. |
| pippin_nl06-05-07, 01:36 PM | I know, which is why my setting does away with the retarded D&D vancian dual casting in favour of a uniform spellpoint system. You're not the only one who's read the Tales, you know. :P Tales? What kind of spell point system do you use; the one I currently use (standard unearthed arcana one) does not seem to exhaust spellcasters (they keep on casting). I was thinking of: 1) spell point system 2) spells become cheaper as you level; highest level spell you can cast at 8 spell points, than 4, 2 and 1 (also improving the even levels a bit) 3) spellcasters get 8 spell points plus a bonus for high ability 4) spell points are regained at 3 points an hour 5) if you use up al your spell points with a single point left, you become fatigued and regain only 2 points an hour 6) you can even go beyond (0) that and become exhausted, regaining 1 spell point after an hour 7) if you use more spell points than you have you fall unconscious and may die (especially unattended) which maxes out at 18th level; otherwise all spells will be one spell point in the end That said, priests and mages are different. Priests converse with the god they represent and are authorised to tap the warren, whereas mages do it without bothering to ask. I agree, the manner is different but the results seem the same. Although in truth only a handful know where they really get the power from. |
| Aneutralshadeofblack06-05-07, 07:16 PM | Tales? What kind of spell point system do you use; the one I currently use (standard unearthed arcana one) does not seem to exhaust spellcasters (they keep on casting). The various books of the Malazan Book of the Fallen are called Tales. Oh, and you broke your quotes. Anyway, I'd advise you to read two or three pages past the spell point section. There's a half-page about spellcasting taking its physical toll on the casters, which I'm obviously using. There's really no call whatsoever to lower the cost of spells as spellcasters most definitely do not need to be more powerful; they're already broken enough as it is. This is also why I've completely removed the D&D classes in favour of my own, the Mage and the Priest (Priest has to focus on one warren but gets SP as Wizard, Mage can get spells from multiple warrens but gets SP as Bard - I may downgrade that to SP as Bard/SP as Ranger if magic needs another nerf). I'm also completely reworking all spell and power lists into warren lists akin to the Ardent psionic mantles (so thematic). There isn't much call to mod it beyond that, though I agree that they should be able to push themselves beyond their limits. For that, though, I'm giving them the psionic feat Overchannel for free (applying it to spell points of course). I'll probably allow them to cast spells if it takes them in the negative with three conditions: - if they go into negative spellpoints at all, they take a Fort save or fall unconscious d4+1 hours; - if they go into negative spellpoints up to their CON value, Fort save or fall unconscious for d4 days (success means unconscious for d4+1 hours); - if they go into negative spellpoints beyond their CON value, Fort save or die (success means they fall unconscious for d4 days). They don't need to regain spell points slowly, but I will modify the "sleep eight hours and you get it all back" rule to be "sleep two hours and you get 1/4 of your maximum SP back." |
| pippin_nl06-06-07, 11:36 AM | The various books of the Malazan Book of the Fallen are called Tales. Oh, and you broke your quotes. Completely forgotten that name. Anyway, I'd advise you to read two or three pages past the spell point section. There's a half-page about spellcasting taking its physical toll on the casters, which I'm obviously using. Are you talking about Unearthed Arcana? There's really no call whatsoever to lower the cost of spells as spellcasters most definitely do not need to be more powerful; they're already broken enough as it is. This is also why I've completely removed the D&D classes in favour of my own, the Mage and the Priest (Priest has to focus on one warren but gets SP as Wizard, Mage can get spells from multiple warrens but gets SP as Bard - I may downgrade that to SP as Bard/SP as Ranger if magic needs another nerf). I'm also completely reworking all spell and power lists into warren lists akin to the Ardent psionic mantles (so thematic). I think you did not read thoroughly; the cost of spells lowers with level, but their number of spell points does not increase. I am not familiar with psionics, never liked the idea. Are you going to publish those Warren lists? <CUT> They don't need to regain spell points slowly, but I will modify the "sleep eight hours and you get it all back" rule to be "sleep two hours and you get 1/4 of your maximum SP back." Malazan mages do not need to sleep; resting is enough. See Bottle in RG. |
| Aneutralshadeofblack06-06-07, 12:04 PM | Are you talking about Unearthed Arcana? Yes. Page 156, "Spell Variant: Vitalizing." I think you did not read thoroughly; the cost of spells lowers with level, but their number of spell points does not increase. Ah, fair enough; that makes sense. Not sure how that'd affect balance, though, but that could be fairly cool. I am not familiar with psionics, never liked the idea. Spell points and psionics are practically identical. :P Are you going to publish those Warren lists? When I'm done with them, yeah. I'll be including most all of the regular warrens (holds and elder warrens won't be statted, since they're not available to PCs). The main problem I've run into so far is that stuff like Telas has far more spells available than Thyr or Denul, and that some D&D spells don't really fit at all (Lightning Bolt could be Serc, but that's a real stretch; that said, my campaign is inspired by the Tales, not an actual translation of them to D&D rules, so I can deal with that - that'd just make them closer to the stupid Core planar cosmology which I dislike). Malazan mages do not need to sleep; resting is enough. See Bottle in RG. I know. That said, Malazan mages don't go using magic with the frequency D&D PCs do. I'm not going to require they sleep a dreamless slumber for two hours, but they'd need to minimise physical activity (so no marching, no fighting, no doing anything tiring at all - just sitting around the campfire and enjoying a meal). |
| pippin_nl06-06-07, 01:32 PM | Yes. Page 156, "Spell Variant: Vitalizing." Ah, fair enough; that makes sense. Not sure how that'd affect balance, though, but that could be fairly cool. It nerfs spellcasters as they have to wait a few hours between encounters or use weaker effects. They can cast their most powerful spell once or twice in an encounter or three to four slightly weaker spells. Spell points and psionics are practically identical. :P It is not the system I dislike, but the idea of psionics; it belongs to sf and not to fantasy. When I'm done with them, yeah. I'll be including most all of the regular warrens (holds and elder warrens won't be statted, since they're not available to PCs). The main problem I've run into so far is that stuff like Telas has far more spells available than Thyr or Denul, and that some D&D spells don't really fit at all (Lightning Bolt could be Serc, but that's a real stretch; that said, my campaign is inspired by the Tales, not an actual translation of them to D&D rules, so I can deal with that - that'd just make them closer to the stupid Core planar cosmology which I dislike). Thyr is actually quite powerful; it should at least have loads of defensive spells (from mage armour to spell immunity if you keep the spells) I know. That said, Malazan mages don't go using magic with the frequency D&D PCs do. I'm not going to require they sleep a dreamless slumber for two hours, but they'd need to minimise physical activity (so no marching, no fighting, no doing anything tiring at all - just sitting around the campfire and enjoying a meal). |
| queenfange06-10-07, 09:38 AM | Sorry it took so long, but I did make a possible Baruk. I’ve applied no aging bonuses or penalties to him since mages age differently in the campaign world. I made him N, but you can easily change his alignment if needed. A lot of his gold is unspent so that you can tailor him to your campaign world and allow for some flexibility. You'll probably need to make some other changes, and I see there's some discussion about differing magic rules while I just used standard dnd magic rules. But, yeah, hopefully he'll be somewhat helpful. Baruk CR 17 Male human sorcerer 15 / expert 3 N medium humanoid (human) Init +0; Senses Listen +2, Spot +2 Languages Common, Draconic, Abyssal AC 15, touch 10, flat-footed 15 Hp 49 (18 HD) Fort +7, Ref +6, Will +14 Speed 30 ft. (6 squares) Melee +1 quarterstaff +10/+3 (1d6+1, x2) Base Atk +9; Grp +9 Sorcerer Spells Known (CL 15th, save DC 15 + spell level): 7th (4/day): greater teleport, sequester. 6th (6/day): eyebite, globe of invulnerability, mislead. 5th (7/day): dominate person, mage’s private sanctum, prying eyes, telekinesis. 4th (7/day): enervation, fire shield, greater invisibility, scrying. 3rd (7/day): dispel magic, fireball, gaseous form, secret page. 2nd (7/day): blindness/deafness, darkness, misdirection, see invisibility, whispering wind. 1st (7/day): alarm, charm person, disguise self, magic missile, silent image. 0 (6/day): arcane mark, detect magic, flare, light, mage hand, mending, open/close, read magic, touch of fatigue. Abilities Str 11, Dex 10, Con 13, Int 15, Wis 14, Cha 21 Feats Persuasive, Endurance, Skill Focus (Craft [alchemy]), Empower Spell, Brew Potion, Craft Staff, Combat Casting, Craft Magic Arms and Amor Skills Bluff +28, Concentration +22, Craft (alchemy) +26, Intimidate +19, Knowledge (arcane) +23, Spellcraft +25 Possessions bracers of armor +5, +1 quarterstaff, fire elemental gem, pale lavender ioun stone, 52,750 gp. |
| pippin_nl06-10-07, 10:05 AM | Thx very much:) |
| queenfange06-10-07, 01:48 PM | No problem. Any others you want me to do? It's actually useful for me too, since I can just change the name and personal details and use the NPCs in my campaigns. |
| pippin_nl06-12-07, 12:22 PM | Turban Orr, arrogant but handsome nobleman, supposedly the best duelist in the city. Fights with a rapier (could be a legacy item or heirloom) and has no further magical items. Member of the City Council (well connected) and has some scattered knowledge about various things (no arcane knowledge) |