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The Buffalo Gamers Society! Message Board RPG Campaign & Delve Night Discussions › Wesley Young's "The Struggle of Nations"

Wesley Young's "The Struggle of Nations"

Kevin B.
Turlock
Medina, NY
Post #: 97
Ok, I'm still toying around with the idea of dual classing Teal as a Ranger/Arcane Archer.

At first, I was totally sold on wanting to make him dual class and then I studied both classes a bit and let the idea go. Now, I'm on the fence again. The rub is, I've DESPERATELY wanted to play an Arcane Archer from the moment I first heard about that particular prestige class. However, I can't say that I'm totally convinced that his abilities as an arcane archer would benefit the party any more than just having him achieve higher levels as a ranger.

The Arcane Archer has some pretty neat stuff but I'd have to jump through some considerable hoops to get him all the way to the 10th level in this prestige class. Let's face it... Ya gotta reach the final level in Arcane Archer to get that nifty Arrow of Death class feature! ;)

In order for Teal to become a 10th level Arcane Archer (the highest achievable level for Arcane Archer), our campaign would have to run long enough to see us gain, at least, 17 levels.

- Six levels of Ranger to meet the +6 Base Attack Bonus requirement.
- One level of Sorcerer or Wizard to meet the Arcane spell casting requirement.
- And, of course, the ten levels of Arcane Archer.

So I guess that would mean I have two questions specifically for our illustrious DM.

Wes...

First question: Will we be using the Fast track for acquisition of our experience points just like we have been in our Ptolus campaign?

Second question: What would be your best guess as to the highest level our characters will attain before the end of the new campaign?

In the end, if all things are equal, I'll probably opt for the Ranger/Arcane Archer package. Simply because I think I'd have a lot of fun playing such a character! Honestly, what are we gaming for if not to have fun and enjoy ourselves? Hmm.... I might have just answered my own question! =)

Anyways, if anyone has any time to check out both the Ranger (pgs. 64-67) & Arcane Archer (pgs. 374-376) in the Core Rulebook and give me some feedback, I'd appreciate it. Cheers! =)
Joshua R.
LordOfWar
Buffalo, NY
Post #: 41
since we seem to be given a description of our players homelands i figure id give a more detailed description

Turin hales from a very a very large Island (might as well be a Continent) There are several large Kingdoms Turin hales from Stromausland (means land of Rivers as there are at least 15 large rivers that run through the land) The major political entity Stromausland is the High River Empire which is not really an empire but a confederation of about 11 principalities 20 baronies 26 Earlings (the principalities being the largest with about 2-4 cities and a few scattered towns and villages Baronies generally have 1 if 2 cities with a couple of towns and village and Earlings are the smallest with usually a fortress and town maybe a village. aside from the High River Empire there is an Elven Kingdom to the East known Arandur (were Turin was born but not raised) a gnomish Kingdom to northwest known as Belltech outside of Stromausland there is an Orcish land to the north east which is a bunch of tribes vying for land to the west there is a large Unified Human Kingdom known as Lorrace and to the South there is another Unified human Kingdom called Enzaria. as well as several other small kingdoms The High River Empire is a feared entity because if the principalities baronies and ealrings ever united the Empire could easily overwhelm almost all kingdoms in the are except for Lorrace which would probably see heavy land lost the Military prowess along with intelligence is highly valued within the Empire many a great wizard and fighter have come out of the land of rivers it has been rumored that the Eldrich Knights and Magi were created in this land (there is little evidence to support this)

what is known is that some of the worlds finest military and magic academies are within this land the purpose of these academies is of course for war! much to the relief of the surrounding kingdoms The entities of the HRE fight among themselves rather then the bordering kingdoms there is rarely peace the longest peace lasting around 3 years The HRE was not always like this at one point it was unified almost 300 years ago when the orcs from the Northeast invaded Stromausland the Empire held the orc invasion at bay and drove them back into the northern lands even acquiring territories along the way the unification happened under the Great Emperor Siegfried VII his reign lasted 30 years during that time he built the empires infastructure and founded the legendary military acadamies even started the legendary Strom Magi and Strom Knights (Eldrich Knights) His son Hammond II (reigned 15 years) further expanded the empires military power by allowing the local Barons to raise their own homeland armies (this was a critical mistake) Hammond will was strong enough to keep his empire unified but his son Siegfried VIII was weak the locations were the military academies were located demanded more autonomy so he granted the barons and baroness of these lands the title of Prince and Princess granted them more autonomy and they even created a upper house in the imperial council(this is a legislative body were the barons and baroness could express greivences against the Imperial crown) this angered the other barons and baroness who were outraged they began engaging in small scaled skirmishes against the newly inducted Prince and Princess, in turn the Prince and princess subdued the the baronies Siegfried tried to use the Imperial army to restore order but at least 2/3 of the army claimed loyalty to there home provinces Siegfried used the Imperial army to defend the Imperial heartland province he could only watch as the HRE decened into the civil war this was known as the 20 years war in the end the principalities and baronies reached a stalemate the peace Ausberg granted the baronies autonomy, The institutions such as the emperor and the imperial council remained in tact but were denoted to a cermonail role having no power 235 years have passed principalities and baronies and earlings have risen and fallen in fighting amonst the entities is common yet these entities remain powerfull and feared by the outside kingdoms so the secretly prompt and fiance wars within the empire


Turin happens to have hailed from a Principality called Rissenschild it happend to be at the confluence of 4 major rivers and lies to the southeast of the empire it is home to famous Rissenschild Military academy Rissenchild University and Rissenschild brewery (which was founded by a company of Dwarves 170 years ago and is renown for some the finest alcoholic beverages in the world the dense Arandur foest covers at least half of the land well to the south there are high mountains and to the west rolling hills the center is mostly flat but rises above the rivers it was a naturally defensible area aside from beer the kingdom exported Iron and wood and was able to make great weapons 4 cities 12 towns and 16 villages exsited in the land The ruling family of the land was the House of Allard Turins family, Rissenschild had a fromidable army so when it fell to the Principality of Hollestein-Ausberg every it sent shockwaves through the empire!

it wasn't so much that Rissenschild was conquered Hollestein-Ausberg(still shocking) had a larger slightly more powerful army but it was the time it took 8 months Rissenschild had a large number of high level wizzards fighter a strong disciplined army as well as a long standing well renown order of Strom Knights and Magi it should have taken 4 years minimum to even reach the capital to take the capital would be a feat in of itself. what happened:

Rissenschild had a revolution 6 years prior to the invasion it took 3 years to fully quell the revoultion(see turins back story)

Hollestein-Ausberg imported thousands of high level mercenaries from all over the world this nearly bankrupted them however they allowed the mercenaries to sell soldiers from Rissenschild into slavery (this is a taboo in the empire)

Hollestein-Ausberg paid the elven nation of Arandur alot of money to look the other way as they sent troops through Arandur to attack Rissenschild

several Rissenschild generals defected to Hollestein-Ausberg once again for alot of money

the baronies that were allied to rissenschild were engaged with wars of their own that were prompted by Hollestein-Ausberg

Hollestein-Ausberg plans to take over a large portion of the empire and hopes to become the dominant faction in Stromausland afterwhich they hope to unify the empire again
A former member
Post #: 73
Kevin,

I say go for it man. It really can't hurt you. The class has a fighter BSB so the only point you're losing is when you take Sorcerer or Wizard. I personally might favor Sorcerer. If I understand you right, you're going to focus more on the character's martial ability so a Wizard's versatility isn't as important as a Sorcerer's spam capabilities (they sacrifice spell variability for more spells per day). An Arcane Archer spamming fireballs from bow range is a pretty scary thought. And if we go 17 levels, you'll have 8 spell casting levels between Sorcerer/Wizard and Arcane Archer. At 8th level, both Sorcerers and Wizards have 4th level spells so you aren't missing out on a spellcasting level by choosing Sorcerer. And the Bloodlines always add interesting flavor for roleplaying. Anyway man, hope that helps. Sounds like a fun character.
Joshua R.
LordOfWar
Buffalo, NY
Post #: 42
Kevin,

I say go for it man. It really can't hurt you. The class has a fighter BSB so the only point you're losing is when you take Sorcerer or Wizard. I personally might favor Sorcerer. If I understand you right, you're going to focus more on the character's martial ability so a Wizard's versatility isn't as important as a Sorcerer's spam capabilities (they sacrifice spell variability for more spells per day). An Arcane Archer spamming fireballs from bow range is a pretty scary thought. And if we go 17 levels, you'll have 8 spell casting levels between Sorcerer/Wizard and Arcane Archer. At 8th level, both Sorcerers and Wizards have 4th level spells so you aren't missing out on a spellcasting level by choosing Sorcerer. And the Bloodlines always add interesting flavor for roleplaying. Anyway man, hope that helps. Sounds like a fun character.


I was actually going to suggest you do fighter you may get certain combat feats as a ranger but as a fighter you get a lot of feats to prefect your bow abilities, In the rise of ruin lords campaign both Ashley and I were Arcane Archers Ashley wen the route of a ranger and i went the route of a fighter Ashley was better tactically because of his ranger spells and could hit much more easily as a fighter i could hit harder and and around 14th level it really didn't matter about accuracy Ashley was slightly more accurate but both of us has over 20 to hit , also as a fighter i could ware heavy armor making me much harder to hit taking arcane armor training helps dim down the magic problems also using mithril armor will help as well (basically i was a mobile heavy artillery piece well Ashley was a light armored assault vehicle with Ranger you lose some of the feats that would normally make your ranged attacks deadly in exchange for more tactical versatility (as a ranger you will get some weapon focus many shot rapid shot precise shot and point blank range automatically) as a fighter you give up versatility in exchange for more stopping power so it really depends on what you want to be do you want to be a tactician or a mobile artillery piece?
Kevin B.
Turlock
Medina, NY
Post #: 98
I say go for it man. It really can't hurt you. The class has a fighter BSB so the only point you're losing is when you take Sorcerer or Wizard. I personally might favor Sorcerer. If I understand you right, you're going to focus more on the character's martial ability so a Wizard's versatility isn't as important as a Sorcerer's spam capabilities (they sacrifice spell variability for more spells per day). An Arcane Archer spamming fireballs from bow range is a pretty scary thought. And if we go 17 levels, you'll have 8 spell casting levels between Sorcerer/Wizard and Arcane Archer. At 8th level, both Sorcerers and Wizards have 4th level spells so you aren't missing out on a spellcasting level by choosing Sorcerer. And the Bloodlines always add interesting flavor for roleplaying. Anyway man, hope that helps. Sounds like a fun character.

Yeah, I've decided to do it. And, yes... You definitely understand my mindset on the martial ability focus over the spell aspect. I totally agree on taking the extra level in Sorcerer as opposed to Wizard. For my part, it will be more about quantity of spells than type of spells. I almost forgot that Arcane Archers keep gaining spells each level as I was so focused on Teal's martial abilities. A bow ranged fireball is a sobering thought... "What are you, boy!? Some kinda doomsday machine!?"

Thanks for the feedback! =)
Kevin B.
Turlock
Medina, NY
Post #: 99
I was actually going to suggest you do fighter you may get certain combat feats as a ranger but as a fighter you get a lot of feats to prefect your bow abilities...with Ranger you lose some of the feats that would normally make your ranged attacks deadly in exchange for more tactical versatility (as a ranger you will get some weapon focus many shot rapid shot precise shot and point blank range automatically) as a fighter you give up versatility in exchange for more stopping power so it really depends on what you want to be do you want to be a tactician or a mobile artillery piece?

I actually did give some thought to choosing Fighter over Ranger but I ultimately decided on Ranger for a few reasons. It's true that a Fighter is a veritable warehouse of feats! However, since I'm only going to be taking six levels (plus one level of Sorcerer) until I devote all the rest of my levels to Arcane Archer, the difference between the number of feats is only two extra as a 6th level Fighter has seven feats versus a 6th level Ranger's five (Rangers get those extra nifty Combat Style feats at 2nd & 6th level).

As for hitting harder and stopping power, a Ranger/Arcane Archer combo can still hit pretty hard due to their ability to place magic on their arrows. The better armor of a fighter isn't as important when you have a range specialist that will stay out of the main melee and possesses much greater mobility. I can also supplement Teal's lighter armor with rings and cloaks of protection, etc.

Even though I won't ultimately do as much hit point damage as a fighter, I think I'll be ok with that. I've pretty much had my hit point damage addiction sated by playing Turlock for the past year and am ready to try a character who is a bit more tactical anyways.

On a personal level, I'm an outdoors type of guy who enjoys being out in nature and the solitude of the wilderness so the Ranger class appeals to me on that level as well.

Thanks for feedback. As always, it's greatly appreciated! =)
Wesley D. Y.
user 6127759
Buffalo, NY
Post #: 1,030
- This is a never-ending sandbox campaign - so, in theory, you can reach 40 before your character is forced to retire, and then he can later come out of retirement - older and more frail, but super-boosted in intellect - for levels 41-60.

- Fast XP track is being used.

- You can multi-class all you want ... but you can only be ONE Prestige Class.

- The campaign world is flat, by-the-by ... there isn't an "upper hemisphere" ... and it's endless as well, so you can't fall off the edge. That would be awesome though ... There ARE huge variations in the climate and weather though.

- Josh: Your character's background actually doesn't match-up with any of the currently "known" lands in my world, but that isn't actually a problem. What you could do is keep the current background, and just say that your character is journeying away from his distant homeland for an extended period of time for various reasons. Nobody in the "known world" is going to know the land of which you speak, though, except for the rare exception (Horizon Walkers, etc.)

- Here is a BRIEF summary of the known lands:

The Atruaghin Clans --- Home of Barbarians who are famous for their mounts (and not just horses, but giant eagles, hippogriffs, etc.) The land sees more than it's far share of threats coming out of the waters of one particular shoreline, so they have actually fortified that edge of the map. They shun advances in civilization.

The Emirates of Ylaruam --- Desert mostly. Tribes have the famous ability to just vanish among the shifting sands. Best place to buy exotic weapons. They have magical tents that are demiplanes on the inside, so they can actually farm, live, and work inside their tents.

The Empire of Thyatis (I misspelled this earlier, sorry) --- The Roman Empire, with some Greek mixed in. Racist to all non-human. They have THE highest level of technology, civilization, and magical ability in the "known world". Rather expansionist in nature, which means they think everybody should be conquered.

The Ethegar Kjanates --- Tribal. Native Americans. Highly spiritual. Nomadic. Herds of buffalo. The best monks in the "known world". Gypsies. Lots of sacred places. People have tried to attack this place before, and the natives have fought back with FIERCE anger.

The Five Shires --- Halflings. The Shire from Lord of the Rings. They are peaceful. Oh, and tons of Major Artifacts are on the island, but there is a never-ending war between hundreds of epic dragons who are ceaselessly fighting & killing each other for control of these artifacts. Good place to die while attempting to get away with just 1 magical item, because about a dozen dragons will be after your ass.

Karameikos --- Evil. Shrounded in dim light. Think Ravenloft. Castles, liches, slave trades, black market, crypts, monsters, subdued and oppressed people, etc.

Alfheim --- Totally forested island. Home of the elves. They have sacred trees, with are white, and they live in the tops of the regular trees. Various groups of Witches and Druids live on the ground. They have the best archers. It is said that there are tunnels leading DEEP underground to the land of the Shadow Elves. While all the other islands slowly move-around in currents in the world, like in circles, this one is totally stationary.

The Kingdom of Ierendi --- Cold place. Many small islands. Traders and explorers, like the Dutch. A hardy group of people.

Rockhome --- Dwarves used to live on the surface, and built a magnificent empire that would stand the test of time. They later moved underground and abandoned the cities, for unknown reasons. Now the surface is dark, with volcanoes belching ash and smoke into the sky. Epic-level dragons are to be found here - not all of them evil - as well as the underground cities.

The Minrothad Guilds --- Traders of the sea. Everybody trades with them, and they seem to have everybody in their pocket. Think "Ferengi" and you'll get the idea: Let the buyer beware. Seems like a lot of cursed and flawed items come from them.

The Northern Reaches --- And island that generally floats to the north. NPC-only place, though you can say that you came from there, such as being expelled or something. These are basically the Spartans. They randomly attack other islands as they drift closer to them.

The Dark Isle --- A mysterious island that literally vanishes from the ocean for periods of time, and then re-appears elsewhere. Don't go there. =P


Oh, and the ocean is ENDLESS, as are the number of continents, islands, and nations that are floating in it ... if you don't like what you've just read: Say that you're from some far-off place!

Oh, and Kevin B's affinity for killing the undead is going to come in handy in this world, because Zombies are re-done ecology wise: They call themselves "The Many" and have a hive-mind.
Wesley D. Y.
user 6127759
Buffalo, NY
Post #: 1,031
Oh, and I just remembered: Druids are quite viable to play, even in a city. See, they don't have weed killer in this era, so there's going to be SOMETHING vegetation-wise, even if it's small and just poking-through the cracks, that a Druid can easily use. In fact, I can see a Druid getting rather gleeful at some city slicker who does the wrong thing, and is attacked and choked by nearby weeds. lol
A former member
Post #: 74
Wes,

I had planned to combine a couple prestige classes with my character so some details about him may change to cut it down to one prestige class. At the risk of sounding argumentative, why are you putting that restriction in place? Just wondering at the thought behind it.
Wesley D. Y.
user 6127759
Buffalo, NY
Post #: 1,035
Well, there's already 1 exception to the rule: Horizon Walker & Pathfinder Chronicler.

There are two reasons ... but I'll say this right off the bat: Now that you've actually forced me to lay-out the reasons, I'll say this: Exceptions can be made, but you need to run it by me first to make sure that it doesn't result in a broken combination.

1) Flavor reasons --- While the Core classes define your character in general terms, you can really mix-and-match endlessly with the Advanced & Magic books to create pretty much any type of character that you want. Prestige Classes have no such alterations allowed, and they pretty much define who your character is without too much wiggle room (at least stats-wise and such). Combine this with the specific function of several of the Prestige classes within the campaign world (Horizon Walker is a Marco Polo type; Assasin is frequently moved "off the map" to slowly stalk his prey for loooong periods of time, and then make the kill without implicating the nation involved, etc) and you basically end-up with a LOT of Prestige classes NOT being inter-compatible flavor-wise. I mean ... how can you be a Marco Polo type and be an Assassin?

That being said ... there are some GOOD combinations that I can now see more clearly: As said before the Pathfinder Chronicler & Horizon Walker makes a GREAT combo ... a Master Spy and Assassin combo could be very interesting ... there's even a Cavalier & Battle Herald combo, which is basically a Core class and a Prestige class that are an interesting flavor mix - an army General who leads the charge into battle!

2) This is the major reason why: Utter abuse of stats. We're a mature group, and I know most of you wouldn't do this, but the power curve of the Prestige Classes is HIGH. There's only 10 levels to them for a reason: They are doubly potent & strong. If a character can potentially reach level 40 before retirement (41+ is a totally different story), and you can easily get Prestige classes like Dragon Disciple really fast & early in your PC's life, what's to stop you from just stacking Prestige Classes on top of each other to create a totally broken character?

So ... let me re-phrase that rule I stated earlier: Run Prestige Class combos by me first. =)
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