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"Arg! Ye freeboot'n landlubber's. Get ye on deck and be quick."

That's pirate talk for please check in when you have a moment.

Group:

jamie noone - Kale Moore - human fighter
Erina (formerly Oceanshieldwolf) - Jekaterina Miaan - human oracle(bone)
Purplefixer - Mister Fortenns Bigby - human wizard (Evoker - Admixture School)
Vanulf Wulfson - Randall McNally - human bard(sea singer)
+ NPC - Ro Tessu - human monk(zen archer)

Need to discuss the lack of Disable Device in this group for starters. ;)


Adding NPC post so I can work on him.

Ro will be like having a 5th player so will be automatically helpful towards the party and such.

(Female Human (Varisian/Shoanti) Oracle (Bones) 1)

Checking in, Cap'n. Not sure Erina's really the type for Disable Device. Raging against fate, healing folk and smashing things with her heavy flail is more her style...


I had thought about that as well. Randall might take a level of Rogue at 2nd level, unless there's a trait or something that might help out in the player's guide.

(Male Human Fighter 1)

Testing... I posted in this thread already, but my post has disappeared. It can still be seen listed as a post by my alias, but it's not in the thread.

(Male Human Fighter 1)

Maybe it's working now... anyways, this is what I'd posted earlier:

Checking in. Will try to revise character later today. I could see Kale picking up disable device, but he wouldn't have trapfinding. If y'all can think of any options for a fighter to pick them up, let me know. He could take the Cosmopolitan feat for disable device, or he could be an urban ranger with the trapper archtype instead of a fighter to get both disable and trapfinding.


Anyone may search for traps and disable a trap or lock. You need trapfinding if you wish to disable magical traps.

I think the group can find a way around traps (when they find them), spell use and the like. The oracle can take find traps which would help with higher levels and magical trap searching.

And there is knock or to be known as Bibgy's Stealthy Hands* :) to take care of locks.

Options proposed:

- Randall might take a level in rogue at second. Note: with high enough stats and things like masterwork thieves tools or a trait bonus taking 20 on a lock could be the way to go.
- Someone picking up the trait Vagabond Child(regional) will get you disable device as a class skill and a +1 trait bonus.
- Kale to become a ranger(trapper). Note: I myself like the ranger (guide/trapper) combo myself.

We could divide all this too. Person with highest Perception does the looking and then someone else could disarm the trap found.

* a pair of ghostly hands appear before the door, one seems to hold a silver lockpick - they got work on the door and in seconds have it unlock and ready to enter

(Male Human Expert 18/ Geodesic Crafter 6)

Erina can definitely take find traps when she gets 2nd level spells. As for traits, i'm happy to add Vagabond child, but i want to keep Sacred Touch. If we get two traits. ;)

(Male Undead (Augmented) Monk 1/Expert (Gamer) 2)

Check, check, checkcheck . Checkins. Chech. Chex. Checker. Checkerino. Checktastic. Chekarooni. Checkarie. Checkerah. Checkeroo. Checker-ahahahahahahah.

...

I'm here.

Just like healing, lock/trap/springing is not necessary for a party. We can overcome that easily with large heavy objects, arcane and divine magic, summoned monsters, or just by sending in people we like the least first.


Glad to see are about. And about your comments over on the other thread Ro will not be built to optimum efficiency, but he will be an added boon not a dragon killing (thus adventure killing) character.

And the monkey will probably have more personality than him to boot.

(Male Human Fighter 1)

I just noticed that disable device isn't an int skill, so the cosmopolitan feat won't work for a fighter to get it.

And urban ranger gets both trapfinding and disable device, so he doesn't have to take the trapper archtype.

(Male Human Expert 18/ Geodesic Crafter 6)

@purplefixer: what's the ability modifier for popcorn-munching? ;p

(Male Human (Varisian) Bard (Sea Singer) 1)

"Aye, aye Cap'n. I'll get me gear stowed below and be ready to sail."

(Male Human (Chelaxian) Wizard 1 (Evoker - Admixture Subschool))

*four thumbs up*


All here then and ready for some check overs.

Next thing is to pick the prelude game. I have it narrowed down to one of three possible PFS modules...

The Throaty Mermaid
Shipyard Rats
On Silent Tide

All will work as a quick (AP due out in 4 months) adventure to give you a little extra background, a group bond, and a group of individuals that will want to see you keeled hauled. :)

Character checks tomorrow.


I've done The Silent Tide before. Actually made it about half way before the game fell apart. Haven't tried the others though.

(Male Human Expert 18/ Geodesic Crafter 6)

I'm easy. I don't know anything about any of them, but if vanulf has played the silent tide maybe we should opt for one of the other two...

(Male Human (Chelaxian) Wizard 1 (Evoker - Admixture Subschool))

I know nothing about any of them, so my vote is for one of them! Actually Silent Tide sounds like the most interesting... Just based on the name.

(Male Human Fighter 1)

The Throaty Mermaid sounds interesting.

So you expect we'll start the AP at level 2 or will we reboot our characters when we begin the AP? (I'm okay with either.) And will we be able to revise our characters after the player's guide comes out?


Kale Moore wrote:
The Throaty Mermaid sounds interesting.

+1

Kale Moore wrote:
So you expect we'll start the AP at level 2 or will we reboot our characters when we begin the AP? (I'm okay with either.) And will we be able to revise our characters after the player's guide comes out?

Given that each scenario is only 1 experience point, and that you need 3 XP to go up a level in PFS, I would expexct us to still be first level with maybe between 650-700 XP and a couple of potions (or maybe a wand) under our belts.

(Male Human Fighter 1)

That'll work - a little intro that won't put us too far ahead of the curve when the AP comes out.

Incidentally, Kale's going to be full fighter. I think he's ready for review.

(Female Human (Varisian/Shoanti) Oracle (Bones) 1)

Erina's ready for review now also - forgot to add 1 whole hp for human status! Also priced out equipment.

(Male Human (Chelaxian) Wizard 1 (Evoker - Admixture Subschool))

Fortenns is Five by Five!


Darn I better reload that page then. I have two done and am on the mage now.


Character Checks

Jekaterina "Erina" Miann
- add spear to range attacks
- add TBD (campaign) under traits
- Can not find Cosmetics anywhere please list a source or fluff
- Traveler's outfit is free.
- Have you at 1 extra gp leftover (in addition to the silver and copper)
- have total weight carried 61lbs out of 150. Please list Carrying Capacity: 61/150 (medium load) after equipment. This is of course subject to varies changes see next post.
- new Class Skills not listed - Bluff, Disguise, Intimidate, and Stealth under Orcale powers
- Additions to background... Walking as far form your old home as you could go you find yourself in Magnimar and yet you still wish to go further. With money low you look for work to book passage or maybe to take and become a ships healer for the right of passage south.

Kale Moore
- +2 for being human not added to a stat
- Has one more language to choose to start.
- Add TBD(campaign) under traits please
- STR needs to be added to CMD
- Starting gold is 300gp. You are either 237gp off in leftover gold or have more to spend.
- Add to background... And that day arrived one morning as he headed towards the dock and saw a notice on an inn post. Someone was looking to pay handsomely for bodyguards for an upcoming voyage, Kale wanted more than anything to be on that ship, as he stepped through the doors.

Fortenns Bigby
- Have you at one extra language - Common, + 4 INT, + 1 Linguistics = 6 known
- add TBD (campaign) under traits please
- Augment Summoning is listed as (3) which I am guessing means third level shouldn't it be (H) for Human bonus?
- have weight as 37.5lbs Carrying Capacity: 41.5/130 (light)
- You have not listed your spellbook (free; weighs 3lb) or a spell component pouch (5gp; 2lb) under equipment.
- Adventures kit cost 9.3gp
- Not sure wear you are getting your prices that tailor over charged you by a lot. In case you want you may drop the gp cost of each set of gloves by 2gp and drop the boots to 1sp, and the slippers to 2cp (giving you 11.84gp back to spend. note add this to the .5gp you already have).
- may add spark to your list of cantrips
- I do not see your two opposition schools listed. Perhaps under the spellbook area.
- I don't see where you spent your favored class bonus.
- Add to background: Mr. Bigby finds himself in Magnimar after dropping off something for his master. He is looking for some of that adventuring excitement he has only read about.
- No arcnae bond listed - we did say monkey didn't we? This might help...

Mr. Dimples:

N Tiny magical beast
Init +2; Senses low-light vision; Perception +5
--------------------------
--------------------------
DEFENSE
AC 15, touch 14, flat-footed 13 (+2 Dex, +2 size, +1 natural)
hp 3 (1d8)
Fort +2, Ref +4, Will +3
SQ improved evasion
--------------------------
--------------------------
OFFENSE
Speed 30 ft., climb 30 ft.
Melee bite +4 melee (1d3–4)
Space 2-1/2 ft.; Reach 0 ft.
--------------------------
--------------------------
STATISTICS
Str 3, Dex 15, Con 10, Int 6, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5, Know(Arcana) -1, Know(Local) -1, Know(Planes) -1, Linguistics -1(Draconic), Profession(Scribe) +2, Spellcraft -1, Use Magic Device -2
SQ alertness, share spells, empathic link

Randall McNally
- add TBD(Campaign) to Traits
- Have one two many languages: Common (human) + 1 for INT
- Net should be listed as -2 (RTA) -4 non prof. and +2 DEX (range touch attack)
- Looks like FC bonus went to skills please list that somewhere on your sheet.
- Reroll part of World Traveler not added to crunch.
- leftover gp = 15gp, 4sp NOTE: I don't see arrows purchased for bow or pints of oil for the lamp.
- Add Carry Capacity: 47/150 (light) after equipment
- Add to background Randall is in Magnimor and between ships (for whatever reason). He is looking to be taken on as a new crew member but having no luck.

That took a lot longer than I planned I have other threads to update.


Status Blocks:

Please make a status block on the top part of your character sheet. This will be for keep track of all variale conditions and stats:

Example:

HP: 00/00
AC: 00 (list all additional effects and spells)
Fort: +0, Reflex +0, Will +0
ACP:

Conditions: like stat lose due to disease or ability drain or if you are sickened or frightened
Spells in Effect: mage armor, shield of faith, magic weapon, etc.

Items in Hand: Sword(R), Shield(L) or none

Spells and Abilities:
Listed or for spontaneous use (_),(_), to represent open slots and (X),(X), to represent used slots
Channel energy: 0/0 (?d6)
World traveler: 0/0

Consumables:
arrows 00/00
wand (00/00)
potion cure light
etc.

This will be the part of your sheet always changing as we play and the bottom half will be probably only changed during level ups. If I missed anything that should be listed let me know.

We will be playing The Throaty Mermaid and when it is over you all will be allowed to edit your characters as you see fit while you level up (to 2nd). So if you want a different spell or to trade out a skill you will be able to do so then.

Game starts officially SUN night. Sorry still other things to do for others. If you all wish a little time to RP with each other over the weekend I will set up a quick thread or that.

(Male Undead (Augmented) Monk 1/Expert (Gamer) 2)

GM - Captain Mayhem wrote:

Character Checks

Fortenns Bigby
- Have you at one extra language - Common, + 4 INT, + 1 Linguistics = 6 known Chelaxian as it turns out is not a language. I stand corrected.
- add TBD (campaign) under traits please Done!
- Augment Summoning is listed as (3) which I am guessing means third level shouldn't it be (H) for Human bonus? WHOOPS! Darn tootin. Thank you.
- have weight as 37.5lbs Carrying Capacity: 41.5/130 (light)
- You have not listed your spellbook (free; weighs 3lb) or a spell component pouch (5gp; 2lb) under equipment.
- Adventures kit cost 9.3gp Knew I missed something.
- Not sure where you are getting your prices that tailor over charged you by a lot. In case you want you may drop the gp cost of each set of gloves by 2gp and drop the boots to 1sp, and the slippers to 2cp (giving you 11.84gp back to spend. note add this to the .5gp you already have). They're expensive gloves, boots, and slippers. Travelin' in style.
- may add spark to your list of cantrips Yes you may.
- I do not see your two opposition schools listed. Perhaps under the spellbook area.IMPUDENT MORTAL! FORTENNS BIGBY NEEDS NO OPPOSITION SCHOOLS! Alternatively, I completely forgot to write Necromancy/Enchantment on the list! *scribblescribble*
- I don't see where you spent your favored class bonus. 2+ 4+ HUMAN... right.. humans get bonus skills. Hah! Suck it everyone else!

(Female Human (Varisian/Shoanti) Oracle (Bones) 1)

Captain Mayhem wrote:
- add spear to range attacks

You want me to (*choke*) *THROW* my spear!?!? No way! It's for melee, buckler and spear style! Oh, ok. But if I throw it overboard on a ship, YOU'RE going swimming!

Captain Mayhem wrote:
- Can not find Cosmetics anywhere please list a source or fluff

Added fluff for this. Basically represents Erina's unsuccessful (so far) attempt to counteract visual ravages of wasting curse and thus negative charisma skill modifiers with self-made herbal cosmetics that cost a LOT of money to create. As it says in her (now added) Motivations spoiler, she is an incredibly vain woman. She lives in hope, that she can find a way to cosmetically or magically ameliorate her curse's negative effects. Perhaps she should rather pray to Pharasma for it to be lifted!

All other changes made, and Status block ready as per your instructions Cap'n. To the South!

(Male Human Expert 18/ Geodesic Crafter 6)

Only other thing I could think of to add to status was
"Currently worn" (i.e armor, armor pieces, or none)
and
"Hero Points"

(Male Human Fighter 1)

Done all. Added a shield and changed his armor, and added some travelling equipment and my encumberance info. To the stat block you suggested, I added initiative.

GM - Captain Mayhem wrote:


Kale Moore
- Has one more language to choose to start.
- Starting gold is 300gp. You are either 237gp off in leftover gold or have more to spend.

These two I'd limited intentionally. The language, because I didn't know what other races are most common in the town he's from (or on the ships that come in). I think he only would've learned another language from exposure. I've chosen Dwarven for now, but if there's a more common language that he'd have come into contact with in town or on the docks, I'd like to select that instead.

I left his wealth low to reflect his background. I figure if he had that much money, he'd have left town already. I don't picture him as being driven to become an adventurer - more that it's something he'll be drawn into through events as they occur.

(Male Human (Varisian) Bard (Sea Singer) 1)

GM - Captain Mayhem wrote:


Randall McNally
- add TBD(Campaign) to Traits
Done
Quote:


- Have one two many languages: Common (human) + 1 for INT
He's an ethnic Varisian. In the Inner Sea World Guide ethnic Humans get their native language as a bonus language.
Quote:


- Net should be listed as -2 (RTA) -4 non prof. and +2 DEX (range touch attack)
Changed it to Dex.
Quote:


- Looks like FC bonus went to skills please list that somewhere on your sheet.
Done. I didn't like the output sheet from Herolab so I added one of my own design.
Quote:


- Reroll part of World Traveler not added to crunch.
Added in the Special Abilities section of the character sheet.
Quote:


- leftover gp = 15gp, 4sp NOTE: I don't see arrows purchased for bow or pints of oil for the lamp.
Purchased arrows but decided to drop the lantern as he has the Light cantrip. Thought it would be redundant. I also changed some of my earlier equipment purchases.
Quote:


- Add Carry Capacity: 47/150 (light) after equipment
Done, added under the Gear & Money section of the character sheet.
Quote:


- Add to background Randall is in Magnimor and between ships (for whatever reason). He is looking to be taken on as a new crew member but having no luck.

Will work on this tonight or tomorrow at the latest.

(Female Human (Varisian/Shoanti) Oracle (Bones) 1)

Cap'n Mayhem? Be you with us?


Not sure? Am I waiting on anything...?? Checking above...

Nope (opps) *blushes* it was the other game. Need to get them started so I can tell them apart - you all are playing a different module.

Will have an IC up tonight all other things on hold till then.

And sorry bout that.


And game thread is up and running...

This will be fun as from what I have read this game plays like Clue and you could have a different murderer each time you play.


Will give Vanulf another 24 to give us a little check in post.

BTW - anyone got a preference for the speed of this?

My usual update schedule:

SUN night
TUE day
WED night
FRI day

We have to draw this out till FEB but from what I see of this game that should be no problem. But I am thinking of a post a week from players (two during combat) and two post a week from me.

(Male Human Expert 18/ Geodesic Crafter 6)

I'm able to post once a day, but whatever the group wants I'm fine with...


Sorry all, Things have gotten very...lively at work recently and I'm afraid that I'm not going to be able to give this game the attention it deserves. So, unfortunately, I'm going to have to bow out before we get much further along.
I appreciate the invitation to play and wish all of you the best of luck.
Enjoy the game,
V

(Male Undead (Augmented) Monk 1/Expert (Gamer) 2)

I refresh this page roughly three times a day, (more if I'm checking my emails) and I post wherever it seems appropriate to have Fortenns make a post.

It's handy that way.


Say, I was rowing by and couldn't help but overhear you might need another hand.
Would a Rogue (Swashbuckler) fit in yer scurvy crew?


Welcome Aboard :)

The rules for character generation are in the first post of the recruitment thread. Please make your rogue and I will fit you into the story.

Taldor (Male Human Rogue (Pirate) L1)

Mario Nedraid reporting!

Uh, what is Obsidian Portal?


Don't worry about OP for this game as I am not using it here. It is like having a private campaign wiki for a game. Very helpful to the GM.

I have to leave for work in a hour will go over your character tonight.

For now please roll Perception and Initiative with the others in the Gameplay tag as Mario is up on deck (night watch maybe?) along with a few other sailors.

Taldor (Male Human Rogue (Pirate) L1)

"Aye, aye cap'n!" Salutes before charging off...


Character Check: Mario

- First let may start by saying I dislike the rogue(swashbukler) archtype. I always thought it should have gone to fighter with the loss of some armor proficiencies, armor training, and martial weapons to gain sneak attack damage. But that is me.
- Not sure but want you to look at all your options. I found Cad a nice alternative to swashbuckler. Maybe take one level of rogue(pirate) for skills and sneak attack. Just how I would play it.

ok ok checking...

- You have three languages list in one area and two in another.
- favored class bonus went to HP? If so should be listed as 1d8+2+1
- dagger not listed under ranged attacks
- Martial Training(Ex) not listed under Special abilities - weapon chosen not listed under feats
- Skills = hardest spot to check as there are differences in what you have listed above the line and in the spoiler.
- First you have Skill Ranks 6 - I think it should be 10 = 8 class + 1 INT +1 human
- You have no ranks in Perception(under spoiler) but have it listed as +3 above? That's what it would be with a rank but -1 without.
- I think the skills above the line are right and you just forgot to add the other 4 ranks in the spoiler section.
- Under combat Base Attack should be +0 (unless you were a Cad)
- CMD should be 15
- Adventurer's sash isn't on any of the approved sources but I found it (goggle helped) - not sure how it plays but will allow it.
- Have leftover money at 88gp, 6sp, 1cp
- Carrying 63lbs - medium load(when outfitted), but on board I guess no need to carry rope or bedroll so 48lb - light load

Ok not in combat (yet) so you have time for a little switching around if you like. Your character but I just don't see where swashbuckler gives you anything to work with. But let me know when you have updated your sheet either way.


Well, all the Rogue Archetypes are kind of weak.
But I do like the skill sets you suggested. I'll get it done when I get home.

Taldor (Male Human Rogue (Pirate) L1)

OK, how's this?


Looks good and you are up btw.


Incase you miss it (since we started a new page) Erina is still up as she was only attacked by one grindylow.

Kale and Mario were attacked by the others.

Going to houserule standing from prone without Drawing AoO - DC will be high but for now I think Mario got it.

What do you think of 15 + CMB (highest of those threatening) +1 to DC for every other combatant who threatens?

I just can see a backward roll to get away and stand up as possible.

Taldor (Male Human Rogue (Pirate) L1)

Sounds good to me!

It'll serve those spiked chain trip-monkeys right...


Ok finally done updating..

Does anyone know what I might have done wrong to get the results of my rolls to change like they did. I remember it being a miss and then coming back and seeing a hit (added fluff) but then didn't go back and check as I thought it was a miss from before.

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