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Flesh and Bone-A zombiepocalypse story

Game Master concerro

The party enters a world much different than the one many of them left 3 years ago. Many cities have been abandoned. Those cities that are still occupied are under martial law to a large extent.
People are very afraid of the world, and for good


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This is where we will handle any questions and concerns of those that have been selected.


Should we keep track/specify food & water, carrying weight, night watch rotation, daily marching order?

Assuming the HP rolls are standard, then... my rolls are...
1st: 16
2nd: 1d12 + 4 ⇒ (12) + 4 = 16
3rd: 1d12 + 4 ⇒ (9) + 4 = 13


Food and water nope.
Ammunition yes.
Marching order and night watch rotation will be needed.
The rolls will be standard.


Male Half-Elf Oracle (Juju) 5

Posting here, as instructed :-)


Male Half-Elf Oracle (Juju) 5

hp rolls: 2d8 ⇒ (6, 4) = 10


Not in use

This will be the Gunslinger (Musket Master) of Mark Sweetman.

Will polish up the stat block then update the profile, hopefully within the next few hours.

Thanks for the invite and looking forward to it :)


I am looking forward to it also. I will try to get everyone checked by Monday that has a character setup by then.


Not in use

HP Calculation: 10 + 2d10 + 3 + 3 ⇒ 10 + (4, 3) + 3 + 3 = 23 Max first, 1 Con per level, 1 Favored class HP bonus per level

Sigh - I seem to tend to roll junk when it comes to HP... at least I'm not a front line combatant.


Not in use

Hathin should be ready for the once over from the Watcher.

Only thing I need to finalize is the last 100gp or so of gear.


One question:
Will: +2 (0 Base +2 Wis) (+4 vs Madness or Confusion)

Traits:
Broken Mind (Groetus – Faiths of Balance): +2 trait on saves vs madness and confusion effects

Why do you have a +4 in the save section?


Not in use

The line is meant to imply that my total save is the +4 vs those effects. The same that my Initiative line implies that it is +2 normally, and +4 when I have 1 or more Grit

I can change it to say 'extra +2' vs Madness or Confusion'?


Hathin De'Lark wrote:

The line is meant to imply that my total save is the +4 vs those effects. The same that my Initiative line implies that it is +2 normally, and +4 when I have 1 or more Grit

I can change it to say 'extra +2' vs Madness or Confusion'?

It is ok. I was just having one of those moments when my brain takes a break.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Thanks for the invite Watcher!

I will update Haundo sheet some more when I have time, going to get some sleep.

I will make sure to [b] or [i][b] anything that is important and needs to stand out and make it easier on you guys. =)


Character optimized a little. Proposed standard marching order and watch rotation-

For outdoors: loose formation in 3 or 4 ranks
1st rank: Athanasius (ranger), Adrian Whitfield (gun tank), Hathin De'Lark (musket master) staggered behind the other two
Middle rank(s): Uchendu Kybwa'ka (oracle), Andreas (bard), Grey the Dog (summoner) & Eidolon, NPCs
Last rank: Lloyd Jackson (fighter), Dagor Boilkar (barbarian)
We have good perception, so we should have enough warning to use our ranged up front most of the time.

For indoors: by pairs in line, or single file
Barbarian-Gun tank, Ranger-Fighter, Musket master-(NPC or blank), Oracle-Summoner, Bard-Eidolon
Basically just keeping the most squishy on the inside here.

For the watch, Uchendu and the Eidolon first, Hathin and Adrian second, Dagor and Lloyd third, and Athanasius fourth, using some animal friends if possible. Grey and Andreas need 8 hours of rest for their spells, so no watch for them. And each rotation gets someone with low light or darkvision.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Thanks for the invite.

I did average for hit points for Andreas.

Here is the Roll for his hit Points
1st: 9
2nd: 1d8 + 1 ⇒ (3) + 1 = 4
3rd: 1d8 + 1 ⇒ (7) + 1 = 8
Total: 21

I have to add ammo to his sheet and make a quick gear change.


'Human Boy'
Perception DC 34:
That's not a boy. It's a Halfling man!
Summoner (Synthesist) 5, HP 34/34, AC 13/t 13/f 12, F4 /R5 /W4/6, Init +1, Sp:. 1st 5/5, 2nd 3/3, SMI, II, III 7/7

Ok 'Purpose' skills are:

---
Acrobatics +6, Perception +5, Stealth +6, Survival +5
---

That should have been right in the middle of the stat-block I posted earlier. If it wasn't, than this other stuff probably was left out also.

Weapon Focus: Claw
---
Claws (free), Limbs: arms (free), Limbs: legs (free), Push: Claws (1 pt.), Reach: Claws (1 pt.), Str increase (2 pts.)
---
Darkvision 60', link, share spells, evasion

Also, unrelated but pertinent for me. How does one 'dot' a discussion list? I am coming back mainly by checking my account & then going to my last post & seeing what has posted since then. I'm wondering if there is a less convoluted means of checking on things.

Finally, thanks for having me & I hope we all have a blast!


Male Half-Orc Ranger (Shifter) 3/day

Go to the top of the thread, click on the "List" link at the top right of the first post and add it to a wishlist. Then you can go to your wishlist through the "My Wishlists" at the top right of the site to see if their are any new posts in that particular thread. From what I've seen so far, you have to add each separate portion of the multi-layered thread that you want to see updates for.


Not in use

Watch order and marching order sound good enough for me.

Hathin has a mule - so if anyone wants to stow any gear on it (bedrolls and the like) we can do that.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Adrian here, Haundo will be my gunslinger =)

Both Watch and March order sounds good to me =)

I've also got Muleback cords, so if someone needs something carried I can lift up to another 500 lbs before I can't walk anymore. lol =)


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Marching order and Watch order both sound good.


Athanasius wrote:
Go to the top of the thread, click on the "List" link at the top right of the first post and add it to a wishlist. Then you can go to your wishlist through the "My Wishlists" at the top right of the site to see if their are any new posts in that particular thread. From what I've seen so far, you have to add each separate portion of the multi-layered thread that you want to see updates for.

The RSS feeds do live updates on threads. That is what I use for the other PBP's. I then save the feed in a folder just like a bookmark.


Not in use

As soon as we get a game thread up and running and people have a post in there - the campaign will show up on the Campaign tab on your profile and be easy-peasy to track then.

Haundo - I was close to suggesting that you could carry my mule.... but I think he'd be a bit heavy for you :P


I am going to be quiet busy with real life stuff. I have job interviews on Monday, and things to do before that, so that gives everyone more time. I would like to have everyone looked at by Wednesday at the latest, but if I can get everyone looked at and ok'd we will start asap. :)


HP dice rolls1d10 + 3 ⇒ (7) + 3 = 101d10 + 3 ⇒ (10) + 3 = 13


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

@Hathin - IF it throws a shoe then don't worry I can carry it. =) For now I will enjoy my heavy armor and light encumbrance. =)

@Watcher! - Good luck at your interviews =D


I present Abasi, with his home on wheels and loyal companion.


Everyone's stat block checks out.

The next time I post in this campaign should be to start the game. I am looking at Tuesday or Wednesday.


'Human Boy'
Perception DC 34:
That's not a boy. It's a Halfling man!
Summoner (Synthesist) 5, HP 34/34, AC 13/t 13/f 12, F4 /R5 /W4/6, Init +1, Sp:. 1st 5/5, 2nd 3/3, SMI, II, III 7/7

Grey also has 'Precious', his mule, to aid in lugging weights around. In fact, unless other-wise indicated, Grey probably does the majority of the animal husbandry (get your minds out of the gutter...) in the group. Animals don't look at him funny. Not that most people really look at him funny, but lot's of luck convincing him of that...


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I am truly looking forward to playing with you all and I am looking at maybe taking some teamwork feats in future levels. I don't know which ones will work out the best for our unique setup but Hopefully I can find something useful to help advance our team. =)

I'm not much of a min/maxer, I build my characters around what I think is fun and roll on from there. This will be my first gunslinger so I am looking forward to how it works out.

I may not be the biggest damage dealer, but if we need someone to block doorways and defend our rears when we are retreating. I can definitely hold out for awhile. =)

@Grey: (Get your minds out of the gutter...) I didn't expect this but it was funny nonetheless. =)


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Cleaning up my character some more before we kick off. Tryin to make it a little easier to find everything and less annoying to navigate~


I see what you did there! Good idea.


Haundo wrote:
Who is Mistress Iandoli?

I am changing the story to you walking into town instead of already being there, but the professor does plan on staying at The Lucky Coin. He knows the owner, and he can get free rooms.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

@Walker: Apologies for the confusion, my DM Questionnaire is from a different character. I haven't had time to finish it just yet. Working 12hr days makes it a little difficult to find time between food and sleep lol.

Should be fixed up in the next hour or so. =)

It was something another DM wanted once and I thought It would be a neat Idea to carry over.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

Cleaned it up and added a little more too it, now the Questionnaire is complete. =)

I'm totally stoked to start!


The game is now in play. Click me.


Glad to see everyone's on board! Also, let's assume that Uchendu has Dagor's wand of cure light (23 charges), or Haundo if that makes more sense to either of you.

Perhaps unnecessary, but Dagor's likely initial disposition toward each party member at the start of the game:

Abasi Omondi- Friendly. A capable warrior and smith, they likely get along well enough, too.
Uchendu Kybwa'ka- Respect. The half elf wears proof of his worthiness and carries himself well, but is strange to Dagor.
Hathin De'Lark- Neutral to warm. He's got guts and skill, but something seems amiss about him.
Athanasius- Distrust, though warming up over time. If not for his time in Andoran and Athanasius' human nature, he'd be outright indignant to the 'hated' half-orc. Their shared interests go a long way in tolerating him.
Haundo- Warm. His loyalty reminds Dagor of the clan he left behind, and sometimes treats Haundo unusually well as if making up for something. Or perhaps he just likes dogs. Dagor hasn't spoken too much about it.
Andreas Merona- Friendly. A good young man, like himself, he enjoys talking with him. He might even be trying to help him learn the dwarven language given the time.
Grey- Neutral to warm. He might not have much backbone, but he's not a liability. Perhaps he just needs a good mug of ale.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Sorry for the Delay in Posting some internet issues and lack of it in work.


Andreas Merona wrote:
Sorry for the Delay in Posting some internet issues and lack of it in work.

I thought everyone had posted. If there is anything you wanted to do in town let me know. I have been having internet problems also.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

I have nothing to add, it would have been just some internal dialogue. Yeah my internet has been a bit squirrelly since the storm we had a few weeks back.

Also I was also pretty sure where bards are spontaneous casters and they don't need to memorize their spells they didn't need the full 8 hours.


Bards still require eight hours of rest and another fifteen minutes to prepare their mind for casting that day.

Silver Crusade

Grey actually doesn't. He has one of those rings of subsistence, so only needs 2 hours... but we might not know that.


Male Goblin Paladin/1, Father/13
Nightskies wrote:
Grey actually doesn't. He has one of those rings of subsistence, so only needs 2 hours... but we might not know that.

Given that it is actually his most treasured possession (If asked why, he only says it helps keep the dreams away. only sometimes he says memories not dreams), it is known among the party that Grey has a ring of sustenance.


Bard 4/Gun 1, HP 39, AC: 17 Tch 12 FF 15 F: +5, R: +8, W: +4, Init: +2, Per: +8

Watcher Uatu I made a mistake with Archetypes, I meant to apply the Archivist one not the Archaeologist. If I can't switch it not a problem.

Archivist:
Some bards greatly prefer academic pursuits to the drama (and sometimes melodrama) of their artistic brethren.

Bardic Performance: An archivist gains the following types of bardic performance.

Naturalist (Ex): An archivist who has identified a creature with a Knowledge check appropriate to its type can use performance to share strategies for defeating it with allies in combat. The archivist and any allies within 30 feet gain a +1 insight bonus to AC and on attack rolls and saving throws against exceptional, supernatural, and spell-like abilities used by creatures of that specific kind of monster (e.g., frost giants, not all giants or all humanoids). This bonus increases by +1 at 5th level and every six levels thereafter. This language-dependent ability requires visual and audible components. This ability replaces inspire courage.

Lamentable Belaborment (Ex): At 6th level, an archivist can bewilder a creature already fascinated by his performance. Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). The target must make a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier). Success renders the target immune to this power for 24 hours, but failure leaves the target either dazed or confused (archivist's choice) for as long as the performance continues. If the target takes damage, this effect ends immediately. This mind-affecting ability relies on audible components. This ability replaces suggestion.

Pedantic Lecture (Su): At 18th level, an archivist can affect as many creatures with lamentable belaborment as he currently has fascinated. In addition, he may choose to cause targets to fall asleep rather than be dazed or confused. This ability replaces mass suggestion.

Lore Master (Ex): At 2nd level, an archivist may take 20 on Knowledge checks once per day, plus once per six levels beyond 2nd. This ability replaces versatile performance.

Magic Lore (Ex): At 2nd level, an archivist gains a bonus on Spellcraft checks to identify magic items or decipher scrolls equal to half his bard level and may take 10 on such checks. An archivist can use Disable Device to disarm magical traps as per a rogue's trapfinding ability and gains a +4 bonus on saves against magical traps, language-dependent effects, and symbols, glyphs, and magical writings of any kind. This ability replaces well-versed.

Jack of All Trades (Ex): At 5th level, an archivist can use any skill, even if the skill normally requires him to be trained. At 11th level, he considers all skills to be class skills, and at 17th level he can take 10 on any skill check, even if it is not normally allowed. This ability replaces lore master.

Probable Path (Ex): At 10th level, an archivist can calculate the action likely to bring success with the least risk. Once per day, he can take 10 on any d20 roll. He may use this ability one additional time per day for every three levels after 10th. This ability replaces jack of all trades.


Gun 3/Clr 2 - HP 36/36: AC 26: Touch: 12 Flat: 24 - F+7, R+6, W+5 Init +5; Darkvision (60 feet); Per +8

I made a mistake as well and need to purchase a holy symbol.... ~_~

I have the money for it and I can't think of how I missed that. My bad there watcher. I will fix it if you'll let me.

Other then that I am trying to focus on being a support character of sorts. Magic weapon to overcome DR, abundant ammunition to make his ammo last and enlarge person to help bring the pain!

Then with his heavy armor he can be a mobile wall if needed, blocking doorways or leading a charge with his tower shield and he can fire through the view port while under nearly total cover.

His current spells/tactics are well known to the party as is his ability to cure som hp damage. 2x 1d6 healing bursts or exchange extra spells for cure lights. I may stick with a clr/gun combo just for extra support ability. So if someone wants an Enlarge person casted on them, make sure you are near me and I will try and break off to cast it. :)


Both changes are ok, Andrea and Haundo.
I should have a map up soon.

I forgot to mention this but if you are a spellcaster you need to have a spell component pouch or the Eschew Materials feat. I have noticed many people who are not wizards or sorcerers seem to forget it or assume it is not needed.


Male Half-Elf Oracle (Juju) 5

Divine focuses tend to replace material components, except for 'expensive' ones, so divine casters like Uchendu do not, generally, require a spell component pouch...


Not in use

FYI - I'll be out of town tomorrow, so probably won't get a chance to put in an update until Sunday evening my time (in roughly 48ish hours from this post).

Please DMPC me if required to keep things moving.


Uchendu Kybwa'ka wrote:
Divine focuses tend to replace material components, except for 'expensive' ones, so divine casters like Uchendu do not, generally, require a spell component pouch...

I didn't know they normally replace the focus and the material component. I learned something new today. In that case everyone just watch your spells to see what is needed. :)


'Human Boy'
Perception DC 34:
That's not a boy. It's a Halfling man!
Summoner (Synthesist) 5, HP 34/34, AC 13/t 13/f 12, F4 /R5 /W4/6, Init +1, Sp:. 1st 5/5, 2nd 3/3, SMI, II, III 7/7

Rules question: 'Purpose' already has 10' reach with claw attacks, what effect will Enlarge Person have on that? Nothing, increase it to 15', increase it to 20'? Some other effect?


Grey, the Lady's dog wrote:
Rules question: 'Purpose' already has 10' reach with claw attacks, what effect will Enlarge Person have on that? Nothing, increase it to 15', increase it to 20'? Some other effect?

It gives you 5 feet additional reach so if Purpose is bipedal it will be 15, but if purpose is a quadraped it will stay at 10 since quadrapeds don't get reach increases with size the same way bipedals do.

Spoiler:
PS:Could you put purpose and Grey into your profile(full stats)? It also makes leveling easier if everything is in one spot or do a copy and paste here, and I will put both character's stats in one location for my own convenience.

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