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    Josh's page

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    whit10

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    Josh's page

    Post  whit10 on Thu Oct 26, 2017 9:28 pm

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    Re: Josh's page

    Post  Chris on Fri Oct 27, 2017 1:08 am

    whit10 wrote:
    There are only Bull-born (minotaurs I guess), Feline-born (Tabaxi template), Avian born, Jackal-born, and Croc-born


    World- low tech (iron age at best), medium magic, high divine, medium social


    good start!

    there are the native races and plane stats


    next project: racial interaction

    give me a race by race breakdown:

    1) how each race views the other native races
    2) how they view outsider races from other planes
    3) how they view travel between the planes
    4) why did they build a ward in the great city?
    5) is it a racial caste society or can any race fulfill any role in society
    6) anything else we need to know about the races
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    Re: Josh's page

    Post  whit10 on Wed Nov 01, 2017 8:36 pm

    …As Ra looked down on his dying kingdom, he summoned the other gods of Egypt together. A new world was needed for the faithful; this one had gone over to lesser beings with false gods and morals – in Ra’s eyes, humans were to blame.

    Ra consulted Thoth, wisest of the Gods. After much searching Thoth found another dimension similar to Earth.  There the chosen of Ra could begin anew and have their kingdom unsullied by the overgrown walking apes. Here the more noble creatures would rule… Felines, Bulls, Jackals, Bulls, Hawks, Falcons and Crocodiles.  They would be the chosen ones now. A new age began in a new land called Memphis (for the holy city of the 1st age). There was only one catch: this new world was joined to many other worlds through a great city of magic and power.  Ra accepted this as a risk and decided to have his representatives sent to this city.

    Memphis is a prosperous land, full of wonder and magic; towering temples, tombs and other wonders built for the gods.  It is also a land of considerable competition between the various races for supremacy. Though this takes the form of friendly rivalries and competitions… it has unseated more than one Pharaoh. However, with the discovery of the road network, the Kingdom of Memphis has more than its own native problems to deal with. To this end, the Pharaoh created a special sect from among his best and brightest. They are assigned to work with the outlanders from beyond Memphis. Theirs is the only sect that it not based on racial hierarchy.

    Races and Hierarchy in Memphis:
    All sections of society are ordered, according to the divine edicts of Ra. The Avian born rule the kingdom equally with the Bull-born. Both are considered the ‘top’ caste of Memphis society. Cat-born are the warriors and guardians of temples. There are also a few powerful sorcerers in the service of Pharaoh. The Jackal and Croc born are the lowest caste in Memphis. They furnish workers, sailors and soldiers for the Pharaoh. Only in the Temple of Ptah, the master builder, are all races treated as equals. The Pharaoh’s special task force – that works in the other planes and the Great City– is the only other non-caste based group from Memphis. This caste system is fairly rigid and allows for almost no advancement (outside of a special edict by the Pharaoh). According to accepted belief, the races all represent a different facet of the gods and all are, therefore, equal. This is not the common social relationship though. Sexism exists but is not legal nor overt. There have been female Pharaohs on some occasions and female of all races assume many roles in Memphis society.

    Among Cat-folk, there are various clans of the large cats – tigers, lions, leopards and cheetahs. Cat-folk clans are matriarchal, unlike many other Memphis races. The Great Mother is a title of power and status bestowed on the most respected and feared female in each clan. They are expected to rule with absolute authority in their clan.  

    The lands beyond Memphis are populated by other races: horse-men, lizard men, “demons” and elephant men. The desert sands are also the home of great monsters and demons that strike terror in most of the living. (Demon is a catch-all phrase for magical creatures that Memphis races know nothing about)

    The great city – Ra gave knowledge to a separate, elite, cult of Thoth that would engage with other races and beings, from beyond space and time. This special “embassy” is populated with only the most elite and talented from Memphis, they are not allowed to tell anyone from their homeland what they engaged in. The “ward” is protected due to Memphis society being suspect of outsiders.  Traders are welcomed in the capitol city, but others are quite restricted so that they will not ‘contaminate’ the world of Memphis. Travel between planes, for the uninitiated, is viewed as Divine travel that relies on the Pharaoh’s divine status and connection to the gods. The monarchy is careful to cultivate this view as much as possible. Only humans that visit Memphis are seen with total suspicion (given their place in Memphis mythology) – they will be tolerated, but only if they have permission to be on the planet (in Memphis anyway).


    Arkus – Bast - Khafre is a Cat-Folk. His clan is that of the Black Tiger. They are known as ferocious and cunning warriors. Often they are called upon to defend the Pharaoh or to serve as elite troops in battle. They are also enlisted for “special” assignments.  More than a few sorcerers have also come from their ranks. They prefer studying their enemies and using cooperative, tactical warfare over blindly attacking a chosen enemy. They tend to have little interest in wealth; being more inclined to deeds and status. “Prizes” of warfare are also considered very valuable and convey greater status. Familial bonds are particularly strong with Cat-folk.  Cat-folk also tend to be inquisitive; due to their nature as felines.



    Let me know if I need to change/amend anything with this... it's still in flux


    Last edited by whit10 on Fri Nov 10, 2017 3:38 pm; edited 2 times in total
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    Re: Josh's page

    Post  Chris on Wed Nov 01, 2017 10:13 pm

    WOW!  lots of great ideas and story hooks in there, good work

    I want to make sure I understand a few points.  All my questions are with the understanding that the answers are from the point of view of beast-folk and\or their gods

    whit10 wrote:
    Ra consulted Thoth, wisest of the Gods. After much searching Thoth found another dimension similar to Earth.  

    Did Thoth "find" the Road or "make" the Road?

    A new age began in a new land called Memphis (for the holy city of the 1st age). There was only one catch: this new world was joined to many other worlds through a great city of magic and power.  

    is Memphis their name for their ward only or the whole mega-planar-city?

    Ra accepted this as a risk and decided to have his representatives sent to this city.

    To this end, the Pharaoh created a special sect from among his best and brightest. They are assigned to work with the outlanders from beyond Memphis. Theirs is the only sect that it not based on racial hierarchy.

    what is the name of this sect?  were they the ambassadors initially sent to scout the mega-city?  can they freely leave the Egyptian ward? (divine travel restriction you mentioned)

    Traders are welcomed in the capitol city, but others are quite restricted so that they will not ‘contaminate’ the world of Memphis.

    are merchants allowed anywhere in Memphis or only in the agora around the Road itself?

    Travel between planes, for the uninitiated, is viewed as Divine travel that relies on the Pharaoh’s divine status and connection to the gods. The monarchy is careful to cultivate this view as much as possible.

    ok, so there is a cultural restriction on using the Road?  what about travel to\from the original home plane?   is that still on-going or is it basically closed now?  

    Only humans that visit Memphis are seen with total suspicion (given their place in Memphis mythology) – they will be tolerated, but only if they have permission to be on the planet (in Memphis anyway).

     cool!  what about humans from the home plane?  are they allowed to move through Memphis to reach more human-friendly planes?  


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    Re: Josh's page

    Post  whit10 on Thu Nov 02, 2017 12:07 pm

    Thoth found the road - though he already knew about it (Ra just never asked, lol)

    Memphis is their name for their civilization and "nation." The ward could be called Abydos or something like that.

    The sect is called the Medjai - (I actually didn't know that The Mummy got this one right). They were ambassadors at first but it was quickly realized that those with martial or magical prowess would be needed. They are the only ones given the power to leave and roam freely (to defend Memphis)

    Merchants are allowed in the capitol to trade and set up shop. Memphis is home to mysterious crystals, called Ra - stones, that are mined for magical purposes (and because it's a beautiful color - the rich like to decorate themselves with it). Because they are so low-tech, they have no idea that the crystals can be used to power high tech equipment.

    Only the Medjai are allowed free travel on the road (for Memphis races). Others are only allowed to leave with royal approval (through a minister). The original plane (Earth) is banned to all; though the Medjai are allowed to go there if there is a direct threat to Memphis.

    Humans are allowed to move through if they take care not to interact with anyone on the Memphis plane. They are viewed with intense suspicion if not hostility.
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    Re: Josh's page

    Post  Chris on Thu Nov 02, 2017 4:13 pm

    sounds good so far

    only thing I would note at this point is that Ra's home plane wasn't what we know as Earth since it has active and powerful gods, not to mention a dozen different sentient races.

    If you want to call it Earth or Aerth or Ra-ville, I don't really care, but it has different planar specs like high divine, low tech, med magic, etc than our Earth would have.

    Humans seem a bit out of place compared to the other races. Are they native to Ra-ville or did they arrive at some point?
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    Re: Josh's page

    Post  whit10 on Thu Nov 02, 2017 5:10 pm

    oh, my mistake, there are no humans native to the plane that Memphis is on.

    yeah, it can be some other 'Earth'.... infinite outcomes and possibilities and all that stuff
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    Re: Josh's page

    Post  Chris on Thu Nov 02, 2017 10:58 pm

    whit10 wrote:oh, my mistake, there are no humans native to the plane that Memphis is on.

    yeah, it can be some other 'Earth'.... infinite outcomes and possibilities and all that stuff

    no humans native to Memphis (that's the new plane that they found with the magic city, right?)

    were humans native to their original plane of Ra-ville\earth? This is the one that was dying because of the humans?

    I am just getting confused a bit by the names and what you mean by them, sorry
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    Re: Josh's page

    Post  whit10 on Fri Nov 03, 2017 2:13 pm

    yeah, let me clear this up.


    Original plane - Earth (or whatever)

    as the Hellenistic Culture takes over and the ancient faiths are slowly forgotten or corrupted, Ra and the other gods act. It was only the "pure faith and culture" that was 'dying'... the world itself wasn't by any means.  In fact, I guess that adds another facet.  According to Pharaoh, no one of his/her kingdom is allowed to travel to "Earth" (but what Pharaoh doesn't know can't hurt him, lol)

    Memphis is just their kingdom on the "new" plane.  The world itself (or plane) was left a bit wide-open intentionally for the GM (or later development).  Only the arrogance of Memphis assumes that this world is theirs. (Even though they actually realize that they only control about a 1/4 of the 'known world').  They are the only ones on this plane that can access the great city (that they know of) on this plane
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    Re: Josh's page

    Post  Chris on Fri Nov 03, 2017 2:38 pm

    ok, let me see if I am following

    original homeworld -

    Hellenistic culture = humans

    humans and beast-folk are all native species

    humans start to take over

    Ra packs up his toys and leaves for new homeworld via road that Thoth found.

    new Memphis doesn't like humans in magic city for above reasons and don't return to homeworld.


    new questions:

    how long have Ra's people been living in Memphis? (I would guess at least hundreds of years, if not more?)
    were any of Ra's people left behind (choose to stay) or did all go to new world?
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    Re: Josh's page

    Post  whit10 on Fri Nov 03, 2017 10:26 pm

    all correct except one thing... there were no 'beast men' on Earth - that was a creation of Ra and the gods on this plane. No one was 'left behind.'

    They have been there for at least 2000 years - they have little need to innovate technologically given their magic; both arcane and divinej (coupled with a more conservative mentality)

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    Re: Josh's page

    Post  Chris on Sat Nov 04, 2017 12:16 pm

    oh ok, I totally didn't get that from my initial reads.

    so old earth - only humans
    human culture starts to change, so Ra and his gods bail out and leave
    Memphis plane is populated with lots of beast men, but no humans
    ~2000 yrs on Memphis
    makes sense why beast men wouldn't want to travel to old earth (not their plane, why care)

    what is the resource?

    about what year of human time did Ra leave old earth?
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    Re: Josh's page

    Post  whit10 on Sat Nov 04, 2017 1:07 pm

    the resource is crystals.  They are usually some shade of blue or purple (varies) and the Memphis folks used them as magic foci and jewelry.

    They are also quite powerful as an energy source... hence the outside interest in this plane.

    Ra did this around 1070 BCE (the Sea Peoples showed up and sorta wiped out the whole region. To this day, historians have no firm evidence who they were; probably Greeks of some kind but that's still unproven)
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    Re: Josh's page

    Post  whit10 on Sun Nov 12, 2017 8:37 pm

    5th level version - no gear bought though


    Arkus-Bast-Khafre

    5th level Fighter – Eldritch Knight

    27 point build (+2 to Dex, +1 to Charisma)
    Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. 60’
    Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
    If you hit with them, you deal slashing damage equal to
    ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Cat's Talent. You have proficiency in the Perception and Stealth skills.
    Languages. You can speak, read, and write Common and one other language of your choice.

    Str. 16 – 9 – 5th level bonus
    Dex. 16 – 7
    Con. 12 - 4
    Int. 13 - 5
    Wis. 10 – 1 – 5th level bonus
    Cha. 10 – 1

    Background:
    Outlander– Athletics and Survival (skills gained); flute (music instr.)

    Skills:
    Acrobatics +6
    Athletics +6
    Insight +3
    Perception +3
    Stealth +6
    Survival +3

    Fighter Abilities:
    Prof. Bonus: +3
    Fighting Style – Dueling
    Second Wind
    Action Surge
    Ability Score increase (Str and Int)
    Bonded Weapon – Long sword
    Extra Attack

    Longsword Attack: +6 – 1d8 (1d10)/ +5
    Throwing Axes:

    Spell attack Mod.: + 5
    Save DC: 13
    Spells – 2 Cantrips, 4- 1st level known, 3 - 1st level
    Cantrips – Fire Bolt, Ray of Frost
    1st level – Protection from Evil, Witch Bolt, Sleep, 1 - ?


    Armor – Studded Leather – AC 12 + Dex.
    AC: 15
    Initiative: +3
    Movement: 30’
    HP: 55

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    Re: Josh's page

    Post  whit10 on Sun Nov 12, 2017 11:07 pm

    Arkus-Bast-Khafre - (the last name is actually the name he goes by)



    Khafre was born to a clan of warriors and mystics, known as the Black Tiger. His clan is usually tasked with defending the southern borders of the kingdom. Khafre displayed a talent for magic and "sneakiness" when he was maturing. His abilities (and loyalty) have allowed him to enter the Pharaoh's service as one of the Medjai. He considers this a great honor for his clan and king...and for his own ambitions.

    8th level Fighter – Eldritch Knight

    27 point build (+2 to Dex, +1 to Charisma)
    Your size is Medium.
    Speed. Your base walking speed is 30 feet.
    Darkvision. 60’
    Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes.
    If you hit with them, you deal slashing damage equal to
    ld4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    Cat's Talent. You have proficiency in the Perception and Stealth skills.
    Languages. You can speak, read, and write Common and one other language of your choice.

    Str. 16/21 – 4th level bonus, Belt of Hill Giant Strength (21 Str., rare)
    Dex. 16
    Con. 12
    Int. 14 – 4th level bonus
    Wis. 10
    Cha. 9

    Background:
    Outlander– Athletics and Survival (skills gained); flute (music instr.)

    Skills:
    Acrobatics +6
    Athletics +8
    Insight +3
    Perception +3
    Stealth +6
    Survival +3

    Fighter Abilities:
    Prof. Bonus: +3
    Fighting Style – Dueling
    Second Wind
    Action Surge
    Ability Score increase (Str and Int)
    Bonded Weapon – Long sword (+1, uncommon)
    Extra Attack
    War Magic: Beginning at 7th level, when you use your action to cast a Cantrip, you can make one weapon attack as a bonus action.
    Feats: Spell Sniper, Alert (can’t be surprised while conscious and no advantage for hidden foes)

    +1 Longsword Attack: +9 – 1d8 (1d10)/ +8
    Claws: 1d4 +5 slashing


    Spell attack Mod.: + 5
    Save DC: 13
    Spells – 3 Cantrips, 6 Spells known
    1st – 4, 2nd - 2
    Cantrips – Fire Bolt, Ray of Frost, Message
    1st level – Protection from Evil, Witch Bolt, Sleep, Disguise Self
    2nd level – Misty Step, Spider Climb


    Armor – Mithril Half Plate – no Disadvantage on Stealth (uncommon armor)
    AC: 17
    Initiative: +8
    Movement: 30’
    HP: 88

    Gear:
    Explorers pack – swap silk rope for hempen
    2 Healing potions (common)


    Last edited by whit10 on Mon Nov 13, 2017 12:19 am; edited 1 time in total
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    Re: Josh's page

    Post  whit10 on Sun Nov 12, 2017 11:59 pm

    from a 'numbers' point of view, this made more sense in the long run over the Arcane Trickster, which I also considered.
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    Re: Josh's page

    Post  Chris on Mon Nov 13, 2017 12:04 am

    looks deadly!

    I know we chatted a bit via text, so what did you do with magic items?

    you note, 5th level on 2 attribute bonuses? I think the attribute\feats come at 4, 6 and 8
    you have the correct points - 2 attribute and 2 feats, but I think the noted level is off by 1

    I see you chose Misty Step, I love that spell!

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    Re: Josh's page

    Post  whit10 on Mon Nov 13, 2017 12:19 am

    lol... yeah, no idea why I wrote "5th" instead of "4th" - it's corrected. Feats came at 6th and 8th level.

    Magic Items - Belt of Hill Giant Strength (21) - rare
    Mithril half plate - uncommon
    +1 long sword - uncommon

    Are the Magic Items ok? He really on has one of any significant power but if you want to hold to the 1 rare, 1 uncommon rule I can drop the +1 sword easy enough.


    GM's ruling: it says a whole lot of things about Multi-classing in that section. However, it says nothing about ability bonus/feats. Does an 8th level character still get that ability bonus/feat if they are, for example, a Rogue/Fighter (1/7) but still doesn't technically get that level bonus from Fighter?
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    Re: Josh's page

    Post  Chris on Mon Nov 13, 2017 11:48 am

    magic items are ok for now, it's just a test look anyways


    multi-classing is actually really easy in 5e. most of the bonuses come from total level, not class level, as I understand it.

    so 4th, 6th, 8th are total levels for ability points\feats
    prof bonus to all rolls comes from total level, not class levels
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    Re: Josh's page

    Post  whit10 on Mon Nov 13, 2017 11:55 am

    cool, thanks. Might go with a level of Rogue

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