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At the Adventurers' Table

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It's a good day. Sorry everyone for holding things up, Finding out what's done, and what needs to be done is always a neat thing.
 
@Sherwood (and everyone, really). Knowledge: Arcana rolls do not apply to Vardadraug (for a number of reasons). Only one of you in the group has enough ranks in the proper skill (Knowledge: Nature or Knowledge: Religion) to attempt the roll (that's Bria with her ranks in Knowledge: Religion), and she didn't make it (I rolled a 5 on the die, which didn't meet the Difficulty Class).


All. This brings up a point I've been meaning to make for a little while. The various knowledge skills cover their own studies plus certain "families" of monsters, but no one skill covers them all. For example, Otiorin can roll on dragons because of his study of Knowledge: Arcana, but not sylvan creatures (like pixies or nymphs) because he has no ranks in Knowledge: Nature. Luna can pretty much attempt a roll on almost any creature you meet, given her wide variety of ranks among the Knowledge skills, but with 2 ranks in most of them, she is not likely to make rolls on any but common and uncommon creatures. To cover this, there is a skill I created a long time ago that I would like to make available here:


Knowledge: Monster Lore (Int - trained only). You are trained in the study of monsters and monster-like creatures, their behaviors, habits, languages (if any), fighting abilities, and history. All types of monsters are covered by this skill (Undead, Magical Beasts, you name it). This training allows you to properly identify a creature native to the area in which you studied (requires GM approval). Properly identifying a monster can also lead to social and combat-related knowledge (usual alignment of the species, well-known special abilities like the petrifying stare of a medusa, vulnerabilities, special defenses, and the like). The higher you roll, the more you know overall. Once a roll is made, it is recommended to create a list on your character sheet to see which monsters you can readily identify and to what degree of knowledge is known ("Drow Elves - rolled DC 20" might include typical data on Drow Elves including their spell-like abilities, aversion to sunlight, their worship of Lolth, and some of their history, but such a roll would not include secretive data like the antidotes or ingredients to Drow-made poison, for example).


Some monsters require no roll if they are very common to your area (goblins make a good example). Other monsters are not subject to Knowledge: Monster Lore if there was no way you could have learned about them (for example, Yuan-Ti. There are no Yuan-Ti on your side of Sharseya. Period. However, characters learned in the fabled, sun-lit deserts and jungles of Rhumia, know quite well what these foul terrors are. On the other side of the coin, someone from Rhumia would have no clue what Otiorin is because he is a half-elf, and they are not native to that realm). =)


Monster Lore provides tactical, social, and historical data only. It cannot tell you why the hill giants are chasing the hippogriffs, just that the hill giants are known for being very good rock-throwers, and might use boulders to take down their prey, as they are not likely to think of much more given their dull brains. As always, your GM has final approval on what your character knows and does not know.


So... if you care to, I will allow some small rearrangement of skill points for interested characters to learn this valuable skill. Yes, this means taking from skills you already have if you would like the skill now, or waiting until you reach the next level of experience if you don't.


As usual, bring on your questions if you're curious. =)
 
I like the Knowledge: Monster Lore skill, and I'll tweak Luna to pick it up. I dropped 3 ranks into it. Is that small enough of a tweak?


EDIT: The other Knowledge skills all have bonuses from being a Class skill for Wizards. Would this skill also get the +3? At the moment, I have it with the bonus on my sheet, but if you rule that I don't have it as a Class Skill, it is easily removed.
 
3 ranks is just fine, and I don't mind the max of 6 ranks. What I mean by "small" is this: I would rather not have someone suddenly invest all 6 ranks, and then request to change a feat to Skill Focus, etc. and radically change their character to become some "uber Monster Hunter" overnight. A change like that screams of "Special Snowflake." Mind, I'm not worried about any of you doing something like this - it's just a restriction with players in general (not that we have any such here - the highest we've got is Captain. Hee hee).


What I like to see: "Hey, my character has studied monsters and can help the party identify and understand them! *points at Pecker* That's a falcon, not an eagle! *points at Sparkle* That's a psuedo dragon! They can camouflage themselves, but they're really not invisible! *points at Powerpaw*


*pause* =)

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What I'm trying to avoid: "Yesterday, I was what I rolled and got everyone used to, but TODAY I am...."

R_I_P_Steve_Irwin_by_RaventhePenguinNinja.jpg



Incoming cute pic!


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Again - I don't see any of you doing this (and on a side note, yes, I think the Irwin family is pretty cool. =) But down the road, should another player join us, I want stuff like this already in place.).


As for being a class skill? Yes! Being a Knowledge skill, Bards and Lunas Wizards get it (just like in our tabletop game). =)
 
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Cool. I have plans to slowly increase my Knowledge skills as I level up, giving Luna a solid bunch of numbers to work with to be able to identify/know a whole lot about everything. This new skill just helps out with that.
 
That's exactly the idea. I appreciate Paizo (makers of Pathfinder) adding in a little monster knowledge for each Knowledge skill, but in Sharseya, there are adventurers out there who take the lifestyle seriously need to know their stuff, and what moreso than monsters? As a GM, I don't want every party I story-tell for to require a bard or some such just to know these things. It just doesn't seem fair to me.
 
I don't know if it was ever mentioned, but is the prison wagon made with the same extra space inside than it has outside that the Grand Wagon has? Or is it just a regular wagon?
 
That wagon is a non-magical in nature (unlike two of the other prison wagons that held the frost giant and hydra). The only magic it had in it was dispelled by a certain party with a certain cudgel trying to get out to certain freedom. I say this with certainty. Hee hee. =)
 
Ok. Like I said, I couldn't remember if it was magic or not.
 
There are so many little details in Sharseya, I'm lucky I can keep them all straight. =)
 
At the speed of the Grand Wagon, how long until we reach Highwind?


 
On an unrelated matter, I am looking for interest in an Exalted game featuring Alchemicals inside the Great Maker. If you are interested in this or know someone that is, I have a post up in the recruitment thread.
 
Re: Distance to Highwind. As Luna understands it, it's a two-week journey at a trot on horseback from Summerset to Highwind. The prison wagon is a little swifter than the Grand Wagon (think van versus tour bus), so it could make it there a little sooner.


Re: Exalted game. I know very little about Exalted and I am currently at my (self-imposed) limit. Hope you have fun with it! =)
 
Is anything extraordinary likely to happen if Wolf keeps staring at the wolf, or should I just move along?:tongue:


Also proposing changing the name of our new home to Adventurer's Wagon:bigsmile:
 
Re: Wolf to wolf. Sorry. I meant to post earlier, but Real Life got in the way. I have had the little wolf's response in my head for a short while now. I'd better get the scene in writing before something else in Real Life comes along. =)


Re: Wagon name. Folks? What do you think of Wolf's suggestion?
 
[QUOTE="Wolf Rawrrr]Also proposing changing the name of our new home to Adventurer's Wagon:bigsmile:

[/QUOTE]
I like!
 
If that name doesn't work out, "Wanderers' Wagon" doesn't sound bad to this storyteller.
 
I would just like to thank my good old friend, the Adventurer's Table, without whom this would not be possible *rawrrr*
 
You know you're a roleplayer for life when you have to get ready for work, but you're typing a post, and despite the mistakes, you're still bent on getting the post right before heading out the door! =)


Have a good day, everyone! *Zzzooooom!*
 
Sherwood said:
Wolf, don't do anything stupid until we are there to help.
That's right! We should only do stupid things as a group!
 
We have never mentioned anything about marking a trail, but it seemed reasonable that our ranger would have done something like that in the past. It just remains to be seen if Wolf leaves a trail for us to follow.


 
Just a thought: is this where we will be meeting Kaerri's new character?
 
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