Cathamber / Arc Zeekhad

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Sep 8, 2024 11:26 pm
It can be whatever you want. The rules kinda assume they will be involved in combat, but you can have a bird if you or more of a pet if you want.

The base rules are:
1. Choose an animal size, Small, Medium, or Large.
1a. If Small, they get 4 HP, Evasive, Sneaky, and (if appropriate) Fly.
1b. If Medium, they get 6 HP and Maul.
1c. If Large, they get 8 HP and Crushing Blow.
2. Define what the animal is.
3. Choose two more Traits for them. These must make sense for animals.
4. You're done!

Maul means you can make three attacks instead of one, but all are at Disadvantage.

Crushing Blow means all attacks do 2 damage.
Sep 9, 2024 4:20 am
Thanks Darren!
Already looking good.
Now, I only need the starting level to finish it.
Sep 9, 2024 5:28 am
Ok, he is now submitted to approval.
On 'Notes' I left the skills options for levels higher than Rookie, so we can adjust fast as needed. If he gets to start al veteran (so that he can get the druid class) there is also the details for the first animal companion he would call.

Thanks a lot Daryen for the help with Animal Companions!!
Last edited Sep 9, 2024 5:30 am
Sep 9, 2024 12:15 pm
Crazy weekend so did not see this till late last night. Lets just start with Novice level for now without Archdruid. However with beast speech I am open to you starting with a basic animal pet/companion of size small or medium. So no special traits but you can get a wolf or owl, or ferret, or some such with 1 trait : fight, heightened scent, etc. Go ahead and join the story
Sep 9, 2024 12:54 pm
Ok, great!

Since they will be going underground, I don't think a bird will work... I'll call a ferret and be on my way.

Quick question, the small animals template gives 2 simple/common traits evade and sneak as basic while medium template gives 1 (maul), and then other 2 traits (that I'm guessing represent the magic nature of the animal companion called).The 1 trait you mentioned is on top of basic/natural ones (as in 1 not 2 magic skills) or should we just leave the natural ones?
Last edited Sep 9, 2024 1:09 pm
Sep 11, 2024 2:18 am
Outta curiosity, do you know the story of the Eldergrove refugees?
Sep 11, 2024 7:08 pm
Hi Daryen,
Actually, I don't!
Introducing the PC to Blornvid, I used the old "memory gap" trick to let the story continue... but I get the feeling I should learn that story, to allow Sylvandur to remember bit by bit what happened.
Do you know which thread should I read about it?
Sep 11, 2024 9:19 pm
Here is the Curing Eldergrove thread. It doesn't have the tiny bit about the refugees, but gives the overall story. The final part is buried in the New Paphos (The Base) thread somewhere.

The short version:
There was an ancient war that made it to Eldergrove. Eldergrove was powered by a magical mystical plant based intelligence guided by a council of elders. The elders screwed up and the intelligence panicked. The result was that all of the citizens of the city were infected by and taken over by plants controlled by the intelligence. A group of adventurers found the core of the intelligence and convinced it to release the citizens. One of the adventurers even stayed behind to help guide the intelligence.

Most of the citizens were not able to survive the removal of the plants and died. However, there were many that had originally been young enough to be viable without the plant infestation. The were moved to The Base/New Paphos who both didn't want them and couldn't handle them. Someone came up with the idea of moving them to the Manor, which is where they ended up.

That all said, from the survivor's perspective, they were taken over by their guardian plant intelligence, then they were waking up and getting shipped off to New Paphos, then to the Manor. There is no reason to believe that everyone was completely briefed on the actual story. So, quite frankly, your explanation is pretty much on-point from the character's perspective.
Sep 24, 2024 4:44 pm
Thanks a lot Daryen!!
Must have been exciting to gameplay through all that.

From Silvandur's point of view, he may be curious as to what really happened, and even willing to go back to investigate... but not soon.
Sep 26, 2024 3:31 pm
Sorry to drop this here, but I can't find it around the game's page...
Advancing as veteran requires different XP points for different traits/characteristics to 'learn'. Do you have the small table with that around?

Please do include those new heritage extended characteristics :)

Thanks!!
Last edited Sep 26, 2024 4:16 pm
Sep 26, 2024 5:40 pm
+1 HP is 6 XP
Proficiency/Mastery is 8 XP
Trait is 10 XP

On the Eldergrove adventure, Skeeve was not there. However, I did read it all and Skeeve got the rundown from those that returned from it. Unfortunately, the two that returned from it soon left, apparently feeling Skeeve's crew at the time were too violent. (Honestly, not an unfair assessment.)
Sep 26, 2024 6:20 pm
I see... thanks for sharing!

About the XP, where shall we consider those heritage characteristics? 8xp or 10xp? I read that avians could opt for enhanced vision, and Arc may be interested as it works well with his scouting role.
Sep 27, 2024 2:44 am
Heritage Traits are Traits. So, 10 XP.

The benefit of the Heritage Trait is that (for non-humans) they can't be gained any other way and (for everyone) they don't count against your maximum number of Traits.
Sep 27, 2024 2:46 am
Heritage are the same as a trait so 10 XP
Sep 27, 2024 5:43 am
Ok, Great! Thx!
As soon as Arc gets back to base, and receives XP, I know what he will do :)
Sep 30, 2024 6:08 am
Ok, now at base, Arc gets the Sneaky trait.
He has been practicing during the last missions (not as successfuly as he would have thought), and will need it if he continues the path of a master Scout.
Oct 1, 2024 9:06 am
I was wondering...
If both Kaarik and Skeeve are learning some kind of 'hiding' magic, it may be best for the team that Arc postpones the sneaky trait and learns the Optics race heritage instead.
What do you think?
Oct 1, 2024 12:39 pm
Fine by my. It would be helpful in spotting trouble. Note it does not allow sight in absolute darkness of dep underground or magic
Oct 1, 2024 1:02 pm
Ok, then I'll adjust it.
Arc doesn't expect to EVER be underground again... but who knows, right?
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