Player Information

Is your character a scholarly type? You may be interested in reading about Books and the Library at Roller's Hill. If your character is looking for an occupation that’s heavy in combat, you may be interested in reading about Guards & Mercenaries in Proskur. If your character has a strong entraprenaural spirit, you may be interested in reading about Merchants in Proskur. If your character is a starving artist, you may want to read about Artists in Proskur. If your character is holier than most, you may want to read about Clerics in Proskur.

Proskur and the Surrounding Region

Major regional languages: Aglarondan, Chessantan, Damaran, Goblin, Halfling, Orc, Turmic

Much of the land south of Proskur is open plains and well traveled by merchants. The land to the north of Proskur is much more rugged and less traveled. Except to see a large number of orcs and goblin clans in the regions surroungind Proskur. Many halfling families have also made a home in and around Proskur as well.

Regional feats: Silver Palm, Thug, Bullheaded

If your character was born along the Dragon Coast where Proskur is situated, consider picking up these feats when generating your character. A character that has been living in Proskur for a long time may also pick up these feats over time. These feats will certainly be useful in the city of Proskur as we will put special emphasis on these feats and the skills they affect.

Standard regional equipment: masterwork rapier or light crossbow and a potion of blur

If your character was born along the Dragon Coast where Proskur is situated, consider getting the basic rapier or crossbow in your character’s initial equipment set. This equipment will certainly be more common in stores and loot found in the region. It will also be put to good use in the city of Proskur, I assure you.

Favored dieties: Helm, Mask, Nobanion, Sune, Tempus, Tymora, Umberlee, Bane (not a favored diety of the region, but within Proskur specifically)

As these are the primary dieties of the region, players who make characters who were born along the Dragon Coast might want to look at this list first when choosing a diety for their character. This is especially true of characters who are clerics. The presence of these dieties will certainly be stronger in Proskur. Also, since these dieties have a large following in Proskur relative to other dieties, characters that follow these dieties will generally find that dealing with others is that much easier. On the other hand, characters that follow other alien dieties may find themselves discriminated against from time to time.

Resting

I character can only rest at a rate of once every 8 hours. A character does not require any special equipment such as a sleeping bad, food, or fire wood to be able to rest. A character can also in theory rest most anywhere in a wilderness area and any bedroom in a civilized area where they won’t be disturbed. In practice, however, resting in the wilderness tends to be difficult for anyone without an adequate survival skill. Resting in a civilized area is easier so long as you have the gold for it.

There are 3 teirs of resting: resting in the wild, resting in a common room, and resting in a posh room. Your ability to rest in a location and what happens when you rest is dependent on what teir of resting you are in. In all cases, when you rest you recover all your HPS, regain all your spells, and recover from all status ailments you are supposed to recover from when resting.

When you rest out in the wilderness far from any civilization you are resting in teir 1. When resting in the wilderness, you must first successfully build a fire before you can rest. To be able to build a fire you must make a successful survival check where the DC of this check is dependent on the area you are resting in. If you fail the survival check to make the fire, you cannot rest. If you are in a party, it is possible for another character that is a more competent survivalist to build the fire for all party members to share. You can make this survival check only once every 8 hours.

In role play terms, the building of the fire represents your ability to create comfortable conditions necessary to get an adequate night’s sleep in the wilderness. Although the fire is the only visual aspect of this process, the survival check also encompasses the ability to collect food, create shelter, create decent bedding, and provide for any other needs depending on the environment.

The most common resting scenario is in teir 2: resting in a common room. A common room is any regular bedroom within a civilized town or city. These rooms are very basic, the least of them containing nothing more than a well used bed surrounded by 4 walls and a roof. Any character can rest in these rooms without the need of a skill check of any sort. Resting in these rooms will provide no bonuses to the resting character, however.

The best resting scenario, tier 3, involves resting in a posh room. A posh room is a bedroom that spares no expense to pamper its guest. At the very least, these rooms will have comfortable and ornate furniture. They tend to be cleaned regurally and heated. Many will also provide special servant services for the person resting in the room. Resting in these rooms is extraordinarily easy and will provide the resting character with a luxurious night’s sleep. Resting in these rooms is entirely unnecessary to get the full benefit of a full night’s sleep, and thus, are considered a luxury even by Proskur’s standards.

Because resting in posh rooms are such a luxury, a character stands to gain a bonus to their glory and fame if they make a habit of it. If a character refuses to rest anywhere but the best, they may gain a reputation for being a well to do cultured individual. Being rich in Proskur is a status symbol and showing off that you are indeed rich ensures all know how wealthy and powerful you truely are. To gain this bons, your character must reach a specific lower limit of rests and have rested in posh rooms far in excess to any of the other types of resting conditions.

Multiclassing and Prestige Classes

There are limits on how you can multiclass can take on prestige classes in proskur. The first limit is that the Paladin and Monk classes cannot be multiclassed with other classes. These classes require a greater commitment than your standard class, and thus, cannot be done part time. It is possible to take on another class after permanently leaving the Palidan or Monk class if your character has gone through a major in charcter (IC) life change. It is also possible to permanently take on the Palidan or Monk class from another class if your character has a life changing moment that causes them to decide to dedicate themselves to one of these classes. In either case, a major event must have occured to change the attitude of your character and cause them to decide to take this alternate life path. Also, it is to the DMs’ discression to determine if your character has met the requirements to switch paths to or from the Palidan or Monk class. Ultimately, the easiest way to become a monk or palidan is to be one from the first level and have your character dedicated to that class from the beginning.

The second limit is in terms of multiclassing. The first class your character takes on is always “free.” In other words, there are few restrictions with taking on future levels in that class (with obvious exceptions, such as palidans and clerics falling from grace). The reason for this is it is assumed your character is already meeting the necessary conditions to grow in that chosen class in their everyday activities. To take on a second standard class, however, your character must do a sufficient number of quests and activities to have access to that second class. For example, a fighter wishing to be a rogue must first perform some “rogueish” activities such as theft. Each rogueish action your character performs is cumulative and actions that are more “rogueish” in nature accumulate more points. Once you gain enough points, you can take on the rogue class in future levels as many times as you like with few limitations.

Normally, the fastest way to gain access to other classes is to join a guild. The classes each guild gives you access to are:

  • Thieve’s Guild - Rogue
  • Theatre - Bard
  • Merchant’s Guild - Rogue (since there is no merchant class, the rogue class is the best substitute)
  • Mercenary’s Guild - Fighter
  • Proskur Guard - Fighter
  • Temple - Cleric (Paladin’s are accessible but only after an additional set of conditions are met)
  • Library - Wizard

It is not necessary, however, to join a guild to gain access to a second class. Furthermore, some classes cannot be obtained by simply joining the correct guild. These classes are only accessible through actions and quests. Finally, the sorcerer and warlock classes are always available as progression in these classes is not a matter of experience or training but rather discovering one’s own inate ability.

Finally, prestige classes are very limited and difficult to gain levels in. To gain access to a level in a prestige class, one’s character must first find and successfully complete a difficult one-shot quest. This is similiar but different from obtaining a second standard class. In both situations, a quest must be completed. However, quests for a prestige class are more difficult. They are also one-shot quests so that the quest is always unique each time it is attempted by a player. Finally, once you gain access to a level of a prestige class, you still must complete further one-shot quests to gain access to future levels of that or any other prestige class.

Glory, Power, and Wealth

Glory comes from completing a glorious quest or task or from building something glorious. An exaple of a glorious quest is defeating a troublesome dragon. An example of a glorious task is sponsoring the building of a museum. An example of a glorious object you can build to recieve glory is a very powerful weapon that has vanqueshed many enemies of Proskur. There are 4 benefits to glory:

  1. Each point of glory gives you a 1% mark down in price when purchasing from an NPC and a 1% mark up in price when selling to an NPC
  2. Proskur may be willing to help finance a transaction between one PC and another for big purchases that may directly or indirectly help Proskur. The amount of support is 1% of the transaction for each point in glory your PC has.
  3. Relative glory is a major factor in determining whether you get placed in competitive political positions
  4. Every 5 points in glory increases your diplomacy, bluff, and intimidate skills by 1 point.

The glory from completing a glorious quest, task, or project is divided evenly among all who completed the quest. This does not include those who helped in the quest indirectly, only those who performed the final glorious deed. For example, someone who provided you with the information regarding the whereabouts of an enemy’s lair would not get glory but those who risked their lives in clearing that lair would recieve glory. It is possible to have fractions of glory. These fractions do not count towards your glory. Still, these fractions will accumulate over time to give you a full glory point which does count towards your glory.

A bard or other character that speaks of your quest often can potentially increase the glory you get for that quest. This increase is multiplicative. The average gain could be around 50%. The amount of the gain is dependent on how often the bard speaks of your glorious deed and the bard’s perform skill. So, if a bard tells many people of your glorious deeds and does it well (scores high in perform), your PC and the the other PCs involved in that glorious deed might gain some extra glory. If the bard was part of the deed, he or she can also multiply the glory he or she got from that deed. The glory a bard gains from a glorious performance that speaks of this deed, however, is unrelated to the glory of the actual deed. Thus, the glory from the glorious performance is not affected by this multiplicative effect.


info/player_info/index.txt · Last modified: 2023/02/24 23:30 by edret