The Forsaken - RPG Crossing
RPG Crossing Home Forums Create An Account! Site Rules & Help

RPG Crossing
twitter facebook facebook

Notices

Reply
 
Thread Tools
  #1  
Old Jul 16th, 2012, 10:06 AM
Kshnik Kshnik is offline
Great Wyrm
 
Tools
User Statistics
Last Visit: May 30th, 2023
RPXP: 5939
Kshnik Kshnik Kshnik Kshnik Kshnik Kshnik Kshnik Kshnik Kshnik Kshnik Kshnik
Posts: 5,218
The Forsaken

The Nation
Nation/Organization: The Forsaken, a vast land of jungle and swamps, is a name well known by all yet unexplored by the ‘civilized’ world.

Homeland terrain: Hidden away from the eyes of civilization is a growing empire; growing in an unforgiving environment of an expansive swamp and under canopies of the jungles. Mistaken as savages these peace loving beings have been building, creating and gaining knowledge.

National mindset: The Grippli feel bound to the natural world and keep a balance between their homes and the land. They can be kind to those in trouble but are seen as unsympathetic to strangers. Grippli have a strong sense of right and wrong and avoid many of the deviant acts commited by other races.

Government: Grippli villages are led by council of Elders who are led by a Matriarch called the Mother. However in the larger cities the head of the council can be either Mother or Father. Each Village sends a represenative chosen by the elders and mother to be part of a national council. This national council chose the general to lead the combined nation forces.

Background: The Grippli have always been numerous within The Forsaken due to their high birth rate and quick growth to adulthood. This population was always kept in check by the other more advanced denizens and the variety and numbers of predators. About three centuries ago a cliff village deep within the Jungle discovered the knowledge of metal making. This knowledge was passed on from one village to another and within two centuries all Grippli had this knowledge. Since then many battles have taken place, unseen from the civilized cities, between the Grippli and other intelligent denizens of swamp and jungle. The Grippli have never started the conflicts but these small creatures came out on top due to this new knowledge and well thought out war tactics. As the Grippli society continue to grow villages and cities have joined together to form a single nation.
The Grippli were the last addition to the Great Coalition against the Alvari nation. The Alvari had only made a few incursions into the Jungle and were easily repelled by the Grippli. Diplomats from the Great Coalition, arrived afterwards, explained, after a gathering of Grippli from many locations, the situation outside of The Forsaken asked for help and offered to provide support in return. The Grippli listened, thanked, and then escorted the Diplomats out of The Forsaken. The Grippli talked for many full moons before coming to a decision. It took another six full moons to organize a force to join up with the Coalitions. Eight years later the same force now sits at the gates of the Alvari capital.

Stats: Size 5, Military 4, Economy 2(Sugar and Coffee), Magic 2, Science 2, Cohesion 3


Non-Casters

Rangers(Trappers, Sable Marine Company)
821 Privates
CR 4
HD 4d10, BAB +4, Fort/Ref +4, Will +1
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 11
HP 34, BAB (melee) +6, BAB (range) +7, Fort + 6, Ref +7, Will +2
Skills: Disable Device 7, Perception 7, Knowledge (Dungeoneering, Geography, Nature) 7, Ride 7, Stealth 7, Survival 7
Ranger abilities: 1st Favored Enemy, Track, Wild Empathy, Combat Style, Endurance, TrapFinding, Hippogriff Companion
combat style lvl 2: Mounted Archery
Feats: lvl 1 Point Blank shot, lvl 3 Rapid Shot
Equipment = 915 gp (see mundane and magic equipment section below)
Potion, CLW (6) 75(50)gp each
Potion, Magic Weapon (2) 75(50) gp each
Potion, Magic fang (2) 75(50) gp each
remaining 35gp

Hippogriff Companion: Starting Statistics: Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural armor; Attack bite 1d6; Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.


205 Sergeants
CR 5
HD 5d10, BAB +5, Fort/Ref +4, Will +1
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 11
HP 42, BAB (melee) +7, BAB (range) +8, Fort + 6, Ref +7, Will +2
Skills: Disable Device 8, Perception 8, Knowledge (Dungeoneering, Geography, Nature) 8, Ride 8, Stealth 8, Survival 8
Ranger abilities: 1st Favored Enemy, Track, Wild Empathy, Combat Style, Endurance, TrapFinding, Hippogriff Companion, 2nd Favored Enemy
combat style lvl 2: Mounted Archery
Trap (snare trap, (1/3 sleet trap, fire trap, freezing trap))
Feats: lvl 1 Point Blank shot, lvl 3 Rapid Shot, lvl 5 Deadly Aim
Equipment = 915 gp (see mundane and magic equipment section below)
Cloak of resistance +1 1000gp
Potion, CLW (6) 75(50)gp each
Potion, Magic Weapon (2) 75(50) gp each
Potion, Magic fang (2) 75(50) gp each
remaining 35gp

Hippogriff Companion: Starting Statistics: Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural armor; Attack bite 1d6; Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.


36 Captains
CR 6
HD 6d10, BAB +6/+1, Fort/Ref +5, Will +2
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 11
HP 49, BAB (melee) +8/+3, BAB (range) +9/+4, Fort + 7, Ref +8, Will +3
Skills: Disable Device 9, Perception 9, Knowledge (Dungeoneering, Geography, Nature) 9, Ride 9, Stealth 9, Survival 9
Ranger abilities: 1st Favored Enemy, Track, Wild Empathy, Combat Style, Endurance, TrapFinding, Hippogriff Companion, 2nd Favored Enemy
combat style: lvl 2 Mounted Archery, lvl 6 Mounted Combat
Trap (snare trap, (1/3 sleet trap, fire trap, freezing trap))
Feats: lvl 1 Point Blank shot, lvl 3 Rapid Shot, lvl 5 Deadly Aim
Equipment:
See mundane and magical equipment below(715gp)
Longbow, composite +1 (2,000gp, 300gp 300gp) 2,600gp
Potion, CLW (1) 75(50)gp each
Potion, Magic Weapon (1) 75(50) gp each
Potion, Magic fang (1) 75(50) gp each
remaining = 65gp

Hippogriff Companion: Starting Statistics: Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural armor; Attack bite 1d6; Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.


6 Majors
CR 7
HD 7d10, BAB +7/+2, Fort/Ref +5, Will +2
Str 14, Dex 16, Con 14, Int 14, Wis 12, Cha 11
HP 57, BAB (melee) +9/+4, BAB (range) +10/+5, Fort + 7, Ref +8, Will +3
Skills: Disable Device 10, Perception 10, Knowledge (Dungeoneering, Geography, Nature) 10, Ride 10, Stealth 10, Survival 10
Ranger abilities: 1st Favored Enemy, Track, Wild Empathy, Combat Style, Endurance, TrapFinding, Hippogriff Companion, 2nd Favored Enemy, Woodland Stride
combat style: lvl 2 Mounted Archery, lvl 6 Mounted Combat
Trap (snare trap, fire trap, (1/2 sleet trap, freezing trap))
Feats: lvl 1 Point Blank shot, lvl 3 Rapid Shot, lvl 5 Deadly Aim, Lvl 7 ???
Equipment:
See mundane and magical equipment below(715gp)
Longbow, composite +1 (2,000gp, 300gp 300gp) 2,600gp
Cloak of Resistance +1 (1,000gp)
Potion, CLW (6) 75(50)gp each
Potion, Magic Weapon (1) 75(50) gp each
Potion, Magic fang (1) 75(50) gp each
Remaining = 35gp

Hippogriff Companion: Starting Statistics: Size Large; Speed 40 ft., fly 50 ft. (average); AC +2 natural armor; Attack bite 1d6; Ability Scores Str 15, Dex 15, Con 14, Int 2, Wis 12, Cha 9; Special Qualities darkvision 60 ft., low-light vision, scent.
4th-Level Advancement: Speed fly 100 ft. (average); Attack bite 1d6, 2 claws 1d4; Ability Scores Dex +2, Con +2.


Rangers Personal Equipment (615gp):
Net (20gp), Longbow, composite +2 (300gp), 40 Arrows (4gp), 20 arrows, Greataxe (20gp)
Armor, studded bronze 25gp (+4 ac, +4 dex, -2 acp)
barb vest - 10gp
Wrist sheath (4) 4gp (Darkflare, smokestick, *5 wooden stakes, *4 iron spikes)
Darkflares (5) 1 gp each
Chakram (3) 1gp each 1d6, x2 30ft lb Slash (science: -1 atk, +1 dmg)
Bolts of grappling (2) 1gp each
Alchemist fire (2) 20 gp each
Acid flash (2) 10gp each
Smokestick (2) 20gp each
Thunderstone (2) 30gp each
Saddle, exotic (military) 60gp

Personal Magic (300gp):
Potion, CLW (2) 75(50)gp each
Potion, Magic Weapon (1) 75(50) gp each
Potion, Magic fang (1) 75(50) gp each


Casters

Druids
15 Privates
CR 4
HD 4d8, BAB +3, Fort/Will+4, Ref +1
Str 10, Dex 16, Con 14, Int 14, Wis 18, Cha 11
HP 29, BAB (melee) +3, BAB (range) +6, Fort + 6, Ref +4, Will +8
Skills: Handle Animal 7, Ride 7, Perception 7, Spellcraft 7, Survival 7
Druid abilities: Nature Bond, Nature Sense, Orisons, Wild Empathy, Woodland Stride, Trackless Step, Resist nature’s Lure, Wild Shape (Deinonychus. Medium)
Feats: Lvl 1 Spell Focus (Conjuration) Lvl 3 Augment Summoning

Equipment (1,416gp):
See other equipment from military
Darkwood Shield (half weight, armor check penalty -2, masterwork, 10gp per pound, 150gp) Shield heavy, 257gp 2.5lbs
Darkleaf Hide armor (dex +2, armor check -3) 990gp (ac +4, dex +6, acp 0, arcane spell failure 10%, 30ft, 6 lbs)
Net 20gp
Barb Vest 10gp
Wrist Sheath (4) 4gp (Darkflare, Smokestick, *wooden stakes, *4 iron spikes)
Darkflares (5) 1gp each
Alchemst fire (2) 20 gp each
Acid flash (2) 10gp each
Smokestick (2) 20gp each
Thunderstone (2) 30gp each

Personal Magic (300gp):
Potion, CLW (2) 75(50)gp each
Potion, Magic Weapon (1) 75(50) gp each
Potion, Magic Fang (1) 75(50) gp each

1716 gp (116gp received from Military)

Spells:
0th level (4): *Create Water, *Detect Magic, *Mending, **Purify Food and Drink
1st level (3,+1 wis): *Cure Light Wounds, *Entangle, **Obscuring Mist, ****Shillelagh
2nd level (2,+1 wis): ***Flaming Sphere, ***Stone Call, ****Tree Shape

Animal Companion: HD 4, BAB +3, fort/ref +4, Will +1, Skills (4), Feats (2) Special: Link, share spells, evasion, ability score increase (natural armor +2, str/dex +1), bonus tricks (2)

Cat, small (Leopard) (ability increase added in)
Size: Med, Speed: 50ft, AC +3 natural armor, Attack: bite (1d6), 2 claws (1d3), Ability Score: Str 17, Dex 20, Con 15, Int 2, Wis 12, Cha 6, Special Qualities: Low-light vision, scent, sprint.


Clerics
15 Privates
CR 4
HD 4d8, BAB +3, Fort/Will+4, Ref +1
Str 10, Dex 14, Con 14, Int 14, Wis 14, Cha 16
HP 29, BAB (melee) +3, BAB (range) +5, Fort + 4, Ref +3, Will +7
Skills: Knowledge (Religion, Planes, Arcana, history) 6 each
Cleric abilities: Aura, channel Energy (2d6), domains, orisons, spontaneous casting
Feats: Lvl 1 Weapon Proficiency (Longbow) Lvl 3 Deadly Aim

Domain:
Sun - sub domain light - Blinding Flash (1st faerie fire, heat metal)
Air - sub domain Wind - Wind Blash (1st whispering wind, wind wall)
Spells:
0th level (4): *Detect Magic, **Read Maigc, *Spark, *Create Water
1st level (3,+1, wis): *Deathwatch, **Magic Weapon, ****Bane, *Cure Light Wounds, domain(*1/2 Whispering Wind or 1/2 Faerie Fire)
2nd level (2,+1, wis): ***Cure Moderate Wounds, ***Sound Burst, ****Silence, domain (***Windwall)
Equipment (592gp):
See other equipment from military
Darkwood Shield (half weight, armor check penalty -2, masterwork, 10gp per pound, 150gp) Shield heavy, 257gp 2.5lbs +2 ac
Heavy mace 12 gp(bronze) 1d6, x2, 4lbs
Wooden, leather studded (20gp) AC +3, Dex +3 -1, 12.5lbs
Net 20gp, Longbow, composite (100gp), 40 Arrows (4gp), 20 arrows
Barb Vest 10gp
Wrist Sheath (4) 4gp (Darkflare, Smokestick, *wooden stakes, *4 iron spikes)
Darkflares (5) 1gp each
Alchemst fire (2) 20 gp each
Acid flash (2) 10gp each
Smokestick (2) 20gp each
Thunderstone (2) 30gp each

Personal Magic (975gp):
Wand of cure light wounds 1 1,125gp (750gp) each
Potion, CLW (2) 75(50)gp each
Potion, Magic Weapon (1) 75(50) gp each

33gp remaining.


Wizards
13 Privates
CR 4
HD 4d6, BAB +2, Fort/Ref +1, Will +4
Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 10
HP 27, BAB (melee) +2, BAB (range) +5, Fort + 3, Ref +4, Will +5
Skills: Knowledge ( Planes, Arcana, history) , Spellcraft 7
Wizard abilities: Arcane Bond, Arcane School, Cantrips, Scribe Scroll
Feats: lvl 1 Eschew Materials, lvl 3 toughness
Arcane School:
Conjuration - Focused school - Teleportation
No Necro, enchantment
Spells:
0th level (4): *Read Magic (div), **Arcane Mark (uni), *Prestidigitation(uni), *Message (tran)
1st level (3): *Grease(con), *Magic Weapon (tran), **Silent Image(ill), *Mage Armor(con),
2nd level (2): ***Stone Call(con), ***Frost Fall(evo), ***Glitterdust (con), ****?
Equipment (199gp):
Net 20gp
Barb Vest 10gp
Wrist Sheath (4) 4gp (Darkflare, Smokestick, *wooden stakes, *4 iron spikes)
Darkflares (5) 1gp each
Alchemst fire (2) 20 gp each
Acid flash (2) 10gp each
Smokestick (2) 20gp each
Thunderstone (2) 30gp each

Personal Magic (300 gp):
Potion, CLW (4) 75(50)gp each

1k bracers of armor +1

10 Sergeants
CR 5
HD 5d6, BAB +2, Fort/Ref +1, Will +4
Str 10, Dex 16, Con 14, Int 18, Wis 12, Cha 10
HP 34, BAB (melee) +2, BAB (range) +5, Fort + 3, Ref +4, Will +5
Skills: Knowledge ( Planes, Arcana, history) , Spellcraft 8
Wizard abilities: Arcane Bond, Arcane School, Cantrips, Scribe Scroll, bonus feat
Feats: lvl 1 Eschew Materials, lvl 3 extend spell, lvl 5 Improved Initiative
Bonus Feat: Toughness
Arcane School:
Conjuration - Focused school - Teleportation
No Necro, enchantment
Spells:
0th level (4): *Read Magic (div), **Arcane Mark (uni), *Prestidigitation(uni), *Message (tran)
1st level (3): *Grease(con), *Magic Weapon (tran), **Silent Image(ill), *Mage Armor(con),
2nd level (2): ***Stone Call(con), ***Frost Fall(evo), ***Glitterdust (con), ****?
3rd level (1): ***** Tiny Hut (evo), ***** Sleet Storm (con)
Equipment (199gp):
Net 20gp
Barb Vest 10gp
Wrist Sheath (4) 4gp (Darkflare, Smokestick, *wooden stakes, *4 iron spikes)
Darkflares (5) 1gp each
Alchemst fire (2) 20 gp each
Acid flash (2) 10gp each
Smokestick (2) 20gp each
Thunderstone (2) 30gp each

Personal Magic (300 gp):
Potion, CLW (4) 75(50)gp each
2k bracers of armor +1, cloak of resistance +1


Individual and Group Equipment supplied by Military
Mundane Equipment
1123 Clubs (range 10ft) = 0gp
5615 Wooden Stakes (range 10ft) 1d3 = 0gp
1123 Sling (50ft) 1d3 = 0gp
1123 bullets, sling (10) 1sp = 112gp 3sp
1123 hammocks 1sp = 112gp 3sp
1123 bedrolls 1sp = 112gp 3sp
1123 backpacks 2gp = 2246 gp
1123 bag, waterproof (5sp) = 561gp 5sp
1123 blankets, common = 224gp 6sp
1123 Waterskins 1gp = 1123 gp
1123 travelers outfit 1gp = 1123 gp
1123 shovels = 22gp 4sp 6cp
4492 Iron Spikes 5cp = 224gp 7 sp 0cp
1123 ear plugs = 33gp 6sp 9 cp
1123 eye patch = 112gp 3sp
1123 Food Rations, Trail (10) 5gp = 5,615gp

Total Cost= 11623gp 1sp 5cp

Per above each Grippli gets:
1 club
5 wooden stakes
1 sling
1 bullets (10)
1 hammock
1 bedroll
1 backpack
1 bag, waterproof
1 blankets, common
1 waterskin
1 travelrs outfit
1 shovel
4 iron spikes
1 ear plugs
1 eye patch
10 day rations

47 Groups
32 privates (25 rangers)
8 sergeants (25 rangers)
2 captains (15 rangers)
2 extra (21 privates, 5 sergeants, 6 captains, 5 majors and General)
1 druid (15 privates)
1 wizard (13 privates, 10 sergeants)
1 cleric (15 privates)

Group equipment:
ladders, folding (2) 2gp = 4gp
Plank, collapisble (2) 4sp = 8sp
Pole 10ft (2) 5cp = 1sp
Rope, Hemp (50ft) (2) 1gp = 2gp
Rope, silke (50ft) (2) 10gp = 20gp
Sewing Needle (5) 5sp = 2gp 5sp
Sack (5) 5sp = 2gp 5sp
Ram, Portable (1) 10gp = 10gp
Kit, Healers (2) 50gp = 100gp
Kit, Map Making (1) 10gp = 10gp
Signal Horn (2) 1gp = 2gp
Stretcher (2) 1gp = 2gp
Tent, Pavilion (2) 100gp = 200gp
Tent, Large (3) 30gp = 90gp
Whetstone (10) 2cp = 2sp
Whistle, Signal (10) 8sp = 8gp
Saddlebags (25) 4gp = 100gp
Wagon, light (1) 50gp = 50gp
Barrel, empty (4) 2gp = 8gp
Chicken, whole (live) (50) 2cp = 1gp
Feed (peer day) (10days) 5cp = 5sp
Total = 613gp 6sp
Total x 47 = 28,839gp 2sp

Generals Equipment
Ring of Protection +2 8,000gp (12,000gp)
Amulet of Natural Armor +2 8,000gp (12,000gp)
Belt of Strength +4, 16000gp (24,000gp)
Wand of Mage Armor, 750gp (1,125gp)
Longbow (str +3) 400gp
Longbow (str +1) 200gp
Greataxe +2, 8,380gp (12,380gp)
Total=62,105gp

Captians/major bows = 42,000gp (due to Magic 2)

1,740gp spent on druids

Remaining = 100,012 gp, 1sp, 5cp


Defending Nation
47 Groups
32 privates (25 rangers)
8 sergeants (25 rangers)
2 captains (15 rangers)
2 extra (21 privates, 5 sergeants, 6 captains, 5 majors and General)
1 druid (15 privates)
1 wizard (13 privates, 10 sergeants)
1 cleric (15 privates)


12 cities
12 groups (2 groups of private (50 rangers), 1 cleric, 1 druid, 1 wizard, lead by 1 captain at each city)
6 group (1 groups moves between two cities)
3 group (sergeants 25rangers, 1 druid, 1 cleric, 3 wizards (sergeants) (1 groups move between four cities)
2 extra (21 privates, 5 sergeant, 9 captains, 5 majors, 2 wizard (1private and 1sergeant) and General) (Moves between all 12 cities)

Available for other cities.
2 privates (25 rangers-CR 4)
5 sergeants (25 rangers-CR 5)
1 captain (15 rangers-CR 6)

Last edited by Kshnik; Jul 26th, 2012 at 08:37 PM.
Reply With Quote
Reply

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -4. The time now is 12:12 AM.
Skin by Birched, making use of original art by paiute.(© 2009-2012)


RPG Crossing, Copyright ©2003 - 2023, RPG Crossing Inc; powered by vBulletin, Copyright ©2000 - 2023, Jelsoft Enterprises Ltd. Template-Modifications by TMB