Naerai and Dissolution DW: Difference between pages

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==Personality==
This page is an experiment, contemplating how the characters of the [[campaign::Dissolution]] campaign could be converted to the ''[http://www.dungeon-world.com/ Dungeon World]'' system, specifically using the variant character rules from ''[https://redboxvancouver.wordpress.com/2014/10/14/class-warfare-character-and-class-creation-for-dungeon-world/ Class Warfare]'' as described in the [[Ptolus Dungeon World]] conversion document.


Lake many harrow elves, Naerai feels the darkness within him, but has spent most of his life as a loner, often living in the forest, battling confusion and temptation. The forest was often his only companion and source of comfort, his growing connection to the earth keeping him grounded and keeping him from straying toward evil intentions. He came to the city to learn more sorcery in the hope of getting a better handle on himself. He may join an adventuring team simply to reaffirm to himself that he can remain in control of any evil temptations.
As 13th level ''Pathfinder'' characters, all of the characters will be converted into 7th level ''Dungeon World'' characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.


==Appearance==
== Caralaria ==


Naerai's yellowish skin is less scarred than many of his race. He has red eyes and black hair.
Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)<br/>
Base damage: d8<br/>
Load: 10+STR<br/>
HP: 8+Constitution


==History==
== Oreni ==


==Affiliations==
Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)<br/>
Base damage: d4<br/>
Load: 6+STR<br/>
HP: 6+Constitution


Spending most of his life alone, Naerai's closest connection is to his animal companion, a poisonous viper named ???. This animal is both his familar and companion animal.
Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.


Out of necessity, Naerai is a guildsman in the [[Delver's Guild]], giving him access to guild information, library, maproom and waystations. He also gains a 10% discount at Ebbert's Outfitters.
== Naerai ==


Naerai has paid the 10gp membership fee to join Finelle's Pleasant Diversions, a Rivergate club for games of intellect and skill, such as board games (like Dragonscales, Ten Bobbers, and Horseman) and card games (like Gempot, Seven Thrones, Sword and Helm, Riverside, and Kutch).
Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta<br/>
Base damage: d6<br/>
Load: 9+STR<br/>
HP: 6+Constitution<br/>


Religiously speaking, Naerai feels the strongest connection to Myliesha, Mistress of the Wind’s Path. This elementally based elven goddess, popular with displaced elves living among humans, offers an ideal to strive for when fighting his darker urges.
Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


==Associations==


*'''Merchael Finetooth''', a male gnome, runs Finelle's Pleasant Diversions. Naerai originally went there hoping to see Zalisartaram, a female harrow elf (and, incidentally, one of the world's best Dragonscale players), but she has never been there while he was. Merchael, however, has taught Naerai a number of the games.
== Scoffney Shever ==
*'''Karetsan''' leads one of the only communities of harrow elves in Ptolus, a small collection of buildings in North Market called the Zar'at, in which nearly all of the city's harrow elves dwell. She is wise, but quick to anger. As a strong wizard, she taught Naerai all he knows about arcane magic, and often tries to convince Naerai to come live in Zar'at.
*'''Ladris''' owns a store in the Narred section of Midtown called Ladris' Fine Foods. A centaur, Ladris is known mostly as being a compatriot of one of the most famous harrow elf adventurers, '''Kargas the Bold'''. Kargas often hangs around Ladris' store, which is what drew Naerai there, but he turned out to be a bitter, mean-spirited shell of a man, who Naerai disliked almost immediately. Ladris, on the other hand, was quite sociable. After a number of cordial meetings, the two ended up discussing the lurking "evil" inside harrow elves in general, and Naerai and Kargas in particular. Since then Ladris has been a good ally to have around, keeping him on the straight and narrow.
*'''Lakimos''', a friend of Karetsan and harrow elf, runs an unmarked pub called Lackie's in the the slums of the Warrens. He is staunchly opposed to chaos cults and chaositech.
*'''Ketir Levihaos''' is a harrow elf guard in Iridithil's Home, an elves-only retreat/resort/temple in Emerald Hill. This place contains the only shrine to Myliesha in the city, so Naerai just wandered in one day. While Naerai was not particularly welcomed, Ketir saw to it that he wasn't thrown out either, once he determined what Naerai was up to.
*'''Myraeth Tuneweaver''', a male shoal elf runs Myraeth's Oddities Delver Square, ''the'' place to buy and sell second hand magic items in Ptolus (although not weapons and armor, nor any newly created items). He is extremely popular with adventurers and knows most of them by name. His inventory changes constantly.
*'''Wynthaes''' lives on the Docks. A cherubim elf, his wings match those of his four bet eagles. It is slightly crazy, and obsessed with preventing the docks from being used by slave traders (though it is unclear is this threat is real or imagined). He is a druid, and though often unapproachable, on good days has taught Naerai his skills in the class.


==Rumors==
Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)<br/>
Base damage: d8<br/>
Load: 8+STR<br/>
HP: 6+Constitution


* The monastic '''Brotherhood of Redemption''' offers a bounty of gold for any living evil creatures handed over to them, who they claim to "redeem" into useful members of society. Rumor is that their process uses alchemy, magical light, music and other procedures to turn them good against their will. They do not take humans, elves and the like, but that has not stopped some from trying. Naerai knows of two incidents where overzealous citizens captured an "evil" harrow elf from Zar'at and turned them over to the Brotherhood. In both cases, the Brotherhood immediately released them.
== Lostwhite ==
* Naerai has met most of the harrow elves in Ptolus, but continues to hear rumors of one he hasn't met. '''Tuea Silverwing''' is said to be a paladin in an organization that no one has really heard of called the '''Knights of th Golden Cross'''. Allegedly altruistic, they are supposedly based somewhere in Oldtown.
* Though some claim the '''Dreaming Apothecary''' is a myth, Naerai fairly sure it is a real organization. It is said to completely monopolize all aspects of the the market for newly created magic items in Ptolus, except for potions and scrolls. Naerai was once told that Myraeth Tuneweaver is allowed to operate through a deal with the Dreaming Apothecary, which is why he refuses to sell or create new magic items.
* An old, powerful druid named '''Andach''' is said to  have retired to an island in a park in the middle of the Necropolis. Since the Necropolis is known to be infested with undead, it's not clear why anyone would want to live there.
* The area surrounding Ptolus was once a vast wilderness guarded by a group of powerful druids called the '''Circle of Green'''. Over a thousand years ago, '''Ghul the Half God''' poisoned their reputation to isolate them, then slaughtered them all and took over the region. While intact, though, the Circle of Green was served by the '''Viridian Lords''' a group of nature warriors who can bond living plants into their skin. While the Circle is no more, the Viridian Lords still exist, largely responsible for keeping the roads around the city safe. The Lords enjoy a high status within Ptolus, which seems to Naerai be disproportionate to their only occasional presence within the city itself.
*Naerai has not been back to Zar'at in a while, but has heard that the community has disavowed Karee, one of Karestan's closest friends, and now considers Karee a betrayer and hated foe.
*Many people speak of the '''Beggar King''', a mysterious, possible mythical figure who supposedly lords over all beggars. Rumors about him are elaborate and contradictory.
*Wynthaes is convinced that somewhere in Midtown is a '''Dark Market''', where slaves and illegal goods are bought and sold.


==Future Advancement==
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 2<br/>
Protector: 3<br/>
Warrior: 5<br/>


Some possibilities for future advancement. This is not an exhaustive list.
== Sikarsis ==


The obvious choices for Oreni's next level are to continue in either warrior or sorcerer. These would provide:
Relegated to being a hireling.<br/>
Cost: 0<br/>
Loyalty: 1<br/>
Priest: 6<br/>
Protector: 2<br/>


* Druid 3: +1 BAB, +1 Reflex save, Trackless Step, animal companion benefits (+2 HD, +2 AC, +1 Str, +1 Dex, bonus trick, Evasion), cast two 2nd level spells per day, +1d8 hp, +7 skill points.
== Group Moves ==
* Sorcerer 3: +1 Fort save, +1 Will save, familiar benefits (+1 AC, +1 Int, can delivers your touch spells), +1d4 hp, +5 skill points, learn additional 1st level arcane spell, cast one additional 1st level.


There aren't many prestige classes that take advantage of the druid/sorcerer combination, though many build on the druid's wild shape ability. Some possibilities:
Possibly some number of moves that anyone in the group can use. Such as:


* The [http://www.d20srd.org/srd/prestigeClasses/mysticTheurge.htm Mystic Theurge] mixes arcane and divine magic together. This class requires the ability to cast both 2nd level arcane and 2nd level divine spells, so Naerai doesn't yet qualify. Each level of Mystic Theurge would increase his caster level in sorcerer and druid at the same time. The drawback is that other abilities (such as the druid's Wyld Shape ability) are not increased and attack, save and hit point progression is slower.
* Moves that reflect the presence of Lostwhite.
* The Geomancer embraces the magic of nature, slowly adding mutations to the character.
* Moves that reflect the presence of Sikarsis.
* The Warshaper extends a druid's wyld shape ability with esoteric combat shapeshifting tricks.
* A move showing how Cassiodora's bag of goodies helps the party.
* Moves reflective of their estate and house in the Noble Quarter.
* Possibly some moves reflecting their interaction with the public.
* A move or two specific to using memberships, such as with the Delver's Guild.
* "Keys to the City", which allows you to capitalise on celebrity.


All characters gain a feat every three levels. Since hist next level will make his total character level (CL) 6, he gets a new feat of her choice. His next such feat will come at CL 9. Some of the feats you have the prerequisites for are (there are, of course, others):
== Special Moves ==


*Naerai has the Track feat, which allows him to use Search skill to follow trails. In retrospect, this may not fit into Naerai's character concept. It also might be less useful in a campaign based in a city. Les will allow Naerai to swap another feat for Track if desired.
Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.
*Retroactively applying the "alternate class features" from ''Complete Mage'', Les would allow Naerai to swap his Animal Companion and Wild Empathy abilities for the Elemental Companion ability. This replaces his familar/animal companion with a small elemental (air, earth, fire or water). This would require some minor skill changes as well.
*Retroactively applying the "alternate class features" from ''Complete Mage'', Les would allow Naerai to swap one of his highest level sorcerer spells for the Stalwart Sorcerer ability, if desired. This gives him two additional hit points per level of sorcerer. When you gain a new sorcerer level, you gain two more hit points, and sacrifice one of you highest level spells, but get back a previous spell you sacrificed. For example, at 5th level, you reduce your 2nd-level spells known from two to one but you gain the previously unavailable 1st-level spell (increasing your 1st-level spells known from three to four).
*Reach Spell: Cast spells that require touch attacks as rays from up to 30 ft. away.
*Insightful: Use ''detect magic'', ''detect secret doors'', and ''read magic'' as spelllike abilities 1/day.
*Weapon Focus (raw spell): Gain +1 to attack rolls with spells that shoot rays.
*Somatic Weaponry (requires five ranks of Concentration): Use in-hand weapons to trace the somatic requirements of spells, instead of needing the fingers of a free hand.
*Eschew Materials: Cast spells without relying on material components less than 1gp in value.
*Scribe Scroll: Make your own magical scrolls.
*Point Blank Shot: Adds +1 to attack and damage for ranged attacks at less than 30 ft. Also acts a as gateway feat to a large number of other ranged attack feats.
*Precise Shot (requires Point Blank Shot): Eliminates the -4 penalty for firing into melee.
*Rapid Shot (requires Point Blank Shot): Gain an extra ranged attack per round when making a full attack. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. This feat does not provide any additional reload ability.
*Rapid Reload: Reload a light crossbow with a free action, or a heavy crossbow with a move action. You still need both hands free to do this and reloading still provokes an attack of opportunity.
 
In order to qualify for Mystic Theurge, Naerai also needs six ranks each in Knowledge (arcana) and Knowledge (nature). He might also want to learn a single rank in Use Magic Device to take advantage of the racial bonus he gets in it. To get better at games at Finelle's Pleasant Diversions, he'd want Profession (gambler).
 
Naerai has a pretty high chance for arcane spell failure (35%), though Les forgot to make him roll it most of the time. This comes from the armor he wears. Bear in mind that this only affects your sorcerer spells, not your druid spells. Naerai can use light or medium armor and shields as long as none of it is metal. He was originally set up with armor to give him the best AC he could get through mundane means: masterwork hide armor (+3 AC, +20% arcane failure), heavy darkwood shield (+2 AC, +15% arcane failure). You could reduce your arcane chance by getting lighter/magical armor. Some possibilites:
 
* Downgrade to leather armor (+2 AC, +10% arcane failure), or even padded armor (+1 AC, +5% arcane failure). As you are in a major city, it should be possible to find such armor with minor enchantments on it, some of it even relatively cheap. For example, +1 leather runs about 1,200gp, +2 about 4,200gp.
* Downgrade to a darkwood buckler (+1 AC, +5% arcance failure). Bucklers are also built to keep your off hand free for wands, spells, etc.
* In place of (or in addition to) armor, get some magical non-armor protection. Minor rings of protection can be found for sale in the city: +1 2,000gp, +2 8,000gp, +3 18,000gp. Bracers of armor (+1 1,000gp, +2 4,000gp, +3 9,000gp), amulets of natural armor (same as ring) or other items may also be found.
* A typical mechanism for reducing the arcane impact of armor is to use mithral armor. This isn't an option available to you, though, because druids can't use metal armor.
* As an alternative, you can use wooden armor. This doesn't sound great, but there is a spell called ''ironwood'' that makes wood as hard as steel. This would allow you to wear heavier armor. (Unfortunately, this would also mean higher arcane spell failure.) So, you could make (or hire a craftsman to make), say, a breastplate out of wood, then buy a scroll containing ''ironwood'' to enchant it. The scroll is a 6th level druid spell and, while not expensive (around 1,500gp), may be hard to find. The result would be a wooden breastplate, with all the properties of a metal one (+5 AC, +25 arcane failure). If you took a the Heavy Armor Proficiency feat, you could wear even heavy armors made this way, such as ironwood full plate (+8 AC, +35% arcane failure).
* You should also be on the lookout for "wild" armor, which allows you to keep its AC bonus when you take your druids wild shape (which you can't do yet). This armor is rare and expensive, however (+1 wild leather, if you could find it, would run you over 16,000gp).
* You also might want to pick up a light crossbow.
 
==Data==
 
*[http://rpg.divnull.com/ptolus/naerai.pdf Character sheet]
 
[[Category:Dissolution]]
[[Category:Character]]

Revision as of 08:50, 26 December 2014

This page is an experiment, contemplating how the characters of the Dissolution campaign could be converted to the Dungeon World system, specifically using the variant character rules from Class Warfare as described in the Ptolus Dungeon World conversion document.

As 13th level Pathfinder characters, all of the characters will be converted into 7th level Dungeon World characters. I'm thinking of handling gear and magic items by saying each character can have a number of custom moves equal to their level that are supplied by their gear. Most characters would probably also get a couple of moves related to their social background as well.

Caralaria

Warrior: Destroyer, Martial Hero, Acrobat, (Flux??)
Base damage: d8
Load: 10+STR
HP: 8+Constitution

Oreni

Magician: Shield Arcanus, Prepared Caster-ish, some sort of dragon/electricity thing, (Psi-Knife)
Base damage: d4
Load: 6+STR
HP: 6+Constitution

Build a spontaneous caster specialty that works by gaining hold each day, and spending hold equal to spell level on casting @ 7-9. Only know a limited number of spells. Maybe call the hold "reserve" and have other moves use it in some way.

Naerai

Disciple: Elementalist, Vancian Caster-ish, Friend of the Wild sorta
Base damage: d6
Load: 9+STR
HP: 6+Constitution

Build a Hierophant caster type that works something like Prepared Caster, but can choose a mix of schools and spheres. Can only cast spells of level-1.


Scoffney Shever

Rogue: Theif, custom alchemy/ranged traps moves, Sharpshooter, (Engineer)
Base damage: d8
Load: 8+STR
HP: 6+Constitution

Lostwhite

Relegated to being a hireling.
Cost: 0
Loyalty: 2
Protector: 3
Warrior: 5

Sikarsis

Relegated to being a hireling.
Cost: 0
Loyalty: 1
Priest: 6
Protector: 2

Group Moves

Possibly some number of moves that anyone in the group can use. Such as:

  • Moves that reflect the presence of Lostwhite.
  • Moves that reflect the presence of Sikarsis.
  • A move showing how Cassiodora's bag of goodies helps the party.
  • Moves reflective of their estate and house in the Noble Quarter.
  • Possibly some moves reflecting their interaction with the public.
  • A move or two specific to using memberships, such as with the Delver's Guild.
  • "Keys to the City", which allows you to capitalise on celebrity.

Special Moves

Likely need to customize the special moves from the book a bit, and add a couple extra moves specific to Ptolus as a city.