On a dark and stormy night, the party is travelling on the High Road. Settlements are few and the area is largely composed of imposing mountains and dense forests. The High Road is the only major route through the region, but the lands it passes through are beset by monsters and bandits. It is most commonly traveled by well-guarded merchants and they don’t tarry long. The party comes upon a wrecked wagon, bodies strewn about, the sky unleashing flashes of lightning and peals of thunder…
I’m recruiting for Run Amok Games’ Teeth of the Storm, a first level, outdoor adventure that takes place in less than one day. This is my first take on GMing and I’ll be focused more on keeping things moving than detailed rules-following. Module seems to be more combat-focused than role playing. If it goes well, we can follow up with Raging Swan Press’ Retribution (which involves more RPGing).
+Core Rulebook only (see exception next) – I’m trying to keep this simple
+1 Trait (I think they’re dumb, but every game I see includes them, so…)
+20 point buy
+Any Non-Evil alignment
+Average Starting Gold by class (PRD) + 20%
+Background – Since we’re non-Golarion, build around your character for depth
+Minimal mapping (likely in Excel)
+I’ll make some rolls (i.e. saves, attacks of opportunity) to move things along
+No PvPing or trying to wreck the party. Conflict can happen, but work it out realistically in-game.
+Players should be able to post daily during week. I will likely make multiple posts a day as appropriate. Weekends are optional.
+I’m a dad. I’m cool if RL gets in the way of posting. Let me know and I’ll work around it.
+Clean game (i.e., no cursing). I’m Christian, but I love the Underworld movies: Meaning, I’m not a Puritan, but nothing excessive, please.
+Any question at any point is fine. I had helpful GMs when I was learning PF rules and character creation.
I don’t expect to get going until Christmas-ish. Submissions taken through December 11. Will take 4 or 5 characters. Beginners favored – we can learn together.
Hello, I have this character built quite some time ago for an adventure which simply ceased to exist.
It's a human melee ranger, although he knows and can use ranged weapons if needed. He was built with 15 points, and 2 traits, but I can easily update him to your rules.
Now I am not a new player, I've been around the boards for some time, and I am participating in some games already. I understand if you would like to give chance to new players only, therefore I would like to ask you if it is OK to apply?
Dungeoneon: a cleric will definitely be useful.
Shalm: They'll still be first level since this is such a short adventure. Spellcasters are getting short shrift in that regard. I don't have Retribution handy, but I think they could pick up another level in that one if we move on to another adventure afterwards.
Regarding experienced players, that's fine. I suspect newer ones may be more patient with mistakes I'll make GMing (I started playing with AD&D and got into Pathfinder about three years ago). But anybody who wants to play is in the mix.
BUCK HAWKDIVE CR 1/2
Male Human (Kellid) Ranger 1
LN Medium Humanoid (Human)
Init +5; Senses Perception +7
AC 17, touch 13, flat-footed 14. . (+4 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +5, Will +1
Spd 30 ft.
Melee Dueling Sword +2 (1d8+3/19-20/x2) and
. . Shortsword +2 (1d6+1/19-20/x2) and
. . Unarmed Strike +4 (1d3+3/20/x2)
Ranged Sling +4 (1d4+3/20/x2)
Ranger Spells Known (CL 0, 4 melee touch, 4 ranged touch):
Str 16, Dex 16, Con 12, Int 10, Wis 13, Cha 10
Base Atk +1; CMB +4; CMD 17
Feats Alertness, Two-weapon Fighting
Skills Acrobatics +1, Climb +5, Disable Device +0, Escape Artist +1, Fly +1, Heal +5, Intimidate +4, Knowledge (Nature) +4, Perception +7, Ride +1, Sense Motive +3, Stealth +5, Survival +5, Swim +1
Languages Common, Hallit
SQ Track +1, Wild Empathy +1 (Ex)
Combat Gear Chain Shirt, Dueling Sword, Shortsword, Sling;
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Just to be clear, he is dual wielding his swords and that's why his attack's so low.
If he checks out with you i'll start posting in here as the character now.
Male Human Rogue 1
CG Medium Humanoid (human)
Init +7; Senses Perception +4
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 8 (1d8)
Fort +0, Ref +5, Will +0
Speed 20 ft.
Melee Dagger +2 (1d4+2/19-20/x2) and
. . Punching dagger +2 (1d4+2/x3) and
. . Shortsword +2 (1d6+2/19-20/x2)
Ranged Light crossbow +3 (1d8/19-20/x2)
Special Attacks sneak attack +1d6
Str 14, Dex 16, Con 10, Int 14, Wis 10, Cha 14
Base Atk +0; CMB +2; CMD 15
Feats Improved Initiative, Rapid Reload (Light crossbow)
Traits Dangerously Curious
Skills Acrobatics +4 (+0 jump), Bluff +6, Climb +3, Diplomacy +6, Disable Device +3, Escape Artist +0, Fly +0, Knowledge (dungeoneering) +6, Linguistics +6, Perception +4 (+5 to locate traps), Ride +0, Sense Motive +4, Stealth +4, Swim +3, Use Magic Device +7
Languages Common, Dwarven, Elven, Halfling
SQ trapfinding +1
Other Gear Leather armor, Crossbow bolts (100), Dagger, Light crossbow, Punching dagger, Shortsword, Backpack (empty), Backpack (empty), Crowbar, Flint and steel, Grappling hook, Rope, Thieves' tools, Torch (10), Waterskin, Whetstone, 56 GP, 2 SP, 8 CP
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.
Born the third son of (very) minor country nobility, Wix received none of the favors bestowed upon the elder sons.
He quickly learned that getting something done generally meant doing it for himself as the limited housestaff were busy tending to the needs of his more "important" family members.
As such he developed a resentment for his priveledged older siblings and found much joy in causing mischief among them. His incessant pranks gained him proficiency in social engineering and other "alternative" but useful skills not usually befitting one of his social standing.
Finally his family had had enough of the shenanigans and goings-on, sending him to join the clergy. Wix had other ideas, however, and set off to seek his own fortune.
Since one person put in a backstory, I suppose I should too:
Buck Hawkdive was born to a young Kellid couple. He started out with no last name (just known as Buck), having not earned it yet. He joined his father's business as a hunter and it only took a month or two of careful watching from a Ranger to decide Buck's fate.
Two years after becoming a Ranger, when an adult male elk was only wounded and not killed by Buck's father's misfired arrow it charged the attacker.
At this time Buck was in the tree canopy watching. He leapt down in such a way he resembled a hawk. The young man, now eighteen, killed the elk with his new swords, given to him upon graduation as a full fledged Ranger.
As the older Kellid man lay bleeding and dying he told his son how proud he was of him, but that also the Ranger's mother had died from outdoor conditions a year earlier. The man dubbed his son "Hawkdive" after the stunt he pulled, then left the earth peacefully.
One year after all this, Ranger Hawkdive protects the people, both alone and with others, and every day his family is in his mind.
Is that quite long enough?
Posting as Shalm's alias, Shane Greenbottle, Male Halfling Druid (Air Domain).
As he grew older, his aspirations grew as well, and he began climbing trees, finding the smell of the wood, the coolness of the breeze, and the view from the top of a great oak intoxicating.
He spends time adventuring, particularly in the wilderness, so that he can find the perfect view from one of his many arboreal delights.
Male halfling druid 1 (Air Domain)
CG Small humanoid (gnome)
Perception +9, low-light vision; Initiative +5
AC 18, touch 14, flat-footed 15
HP 10 (1d8+2)
Fort +4, Ref +3, Will +5
Melee quarterstaff +0/+0 (1d4+1/1d4+1/x2)
Ranged dagger +4 (1d3+1) or
spear +4 (1d6+1)
Str 12; Dex 16; Con 10; Int 12; Wis 16; Cha 10
Base Atk. +0; CMB +0, CMD 13
Feats: Two-weapon fighting
Traits: Excitable (Race, Gnome)
Skills: Climb +5; Heal +7; Knowledge (nature) +7; Perception +9; Survival +9
Languages: Common, Gnome, Sylvan, Druidic, Draconic
SQ: Wild Empathy
Gear: Hide Armor, quarterstaff, dagger (x10), spear, backpack (empty), waterskin, bedroll, 100 ft. silk rope, 23 gp, 9 sp
Lightning Arc (Sp) (6/day): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage.
BTW, if enough people apply, I'm willing to run two games to keep from shutting anyone out.
Assuming my inexperience as GM doesn't run everyone off, if at least two people want to contine on with their characters, I will run Raging Swan Press' Shadowed Keep on the Borderlands. That will take the characters to third level. It's a homage to TSR's old Keep on the Borderlands. Raging Swan's stuff is top flight.
Over the weekend, I'll drop The High Road and Shadowed Keep into western Andoran. Think Arthfell Forest and Piren's Bluff areas.
(I am a huge fan of the Darkmoon Vale stuff). The characters are a group commissioned by the Pathfinder Society to explore the Shadowed Keep. Teeth of the Storm takes place en route.
Sounds like the start of a great game. I would love to have a chance at playing. I was thinking of a straight fighter, as it looks like you might be a little weak in the meat-shield department!! I can get the crunch done today then add background a little later, if that is ok with you. Looking forward to joining the group!!
I'm interested, but would like to clarify - when you say character creation is core only, does that apply only to classes? what about archetypes, feats, items and so on?
As I learn to GM, I'm trying to limit what I need to manage. So, Core Rulebook only for everything, except for the trait: only stuff in the Core Rulebook PRD or the book/pdf itself.
I know that's limiting, but there are plenty of other campaigns out there (run by better GMs) that have lots more options available for folks who want it. My favorite class is urban ranger, so I do appreciate the "other" stuff myself: I'm just not ready to run it now.
cool, I have no problems with that. I just wanted to be sure of the parameters.
I've never really played a caster type in my limited pathfinder experience, so I'd like to try my hand at playing a bard.
|Garris "The Dragon"|
Male Human Fighter
CG Medium Humanoid (human)
Init +2; Trait: Sword Scion
AC 22, touch 12, flat-footed 20
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
Speed 20 ft.
Long Sword +8(+6w/Tower shield) 1d8+7 (always power attacking)
Spiked Gauntlet +6(+4w/shield) 1d4+5
Long Spear +6 1d8+11 (always Power attacking)
Ranged: Javelin +3 1d6+5 30'
Str 20, Dex 14, Con 14, Int 7, Wis 11, Cha 7
Base Atk +1; CMB +6; CMD 17
Feats Weapon Focus(Long Sword), Power Attack, Furious Focus
Skills: Profession Soldier +4, Intimidate +2
Starting Gold: 194, spent 137gp, Remaining 57gp
Other Gear: Scale Mail(50gp), Armored Kilt(if allowed 20gp), Tower Shield(30gp), Long Sword (15gp), Spiked Gauntlet(5gp), Shild Heavy Wooden(7gp), Long Spear(5gp), Javelin x5(5gp)
Desmond was born into a simple village. He proved to be gifted physically at an early age and started to train to join the village militia to help protect the farm lands. His father new a little about sword play and practiced with Desmond every day. At the age of 10 Desmond proved skilled enough and was drafted as a soldier for training. There is mastery of the sword advance further. Now with the lands in a time of peace he still takes the occasional job as town guard, but his passion now lies in adventuring.
|Garris "The Dragon"|
Let me know about armored kilt, not a big deal either way. Thanks. I too am pretty new to PBP, I am in a game now and can post a lot during the days. I would love to be in another game
I knkow I typed a response, but it never showed up.
I recall the armored kilt being in Adventurer's Armory (home of the great MW backpack). couldn't find it in CR PRD, so, no kilts. At least, not for defense purposes. As to style...
|Garris "The Dragon"|
After looking over some of the submissions, I give you Darpan, a Vudrani monk specializing in the bow (Zen archery). I hope that he meets your approval!
Darpan Bala Manujyestha
Male Human (Vudrani) Monk (Zen Archer) 1
LN Medium Humanoid (human)
Init +2; Senses Perception +7
AC 15, touch 15, flat-footed 13 (+2 Dex)
hp 8 (1d8)
Fort +2, Ref +4, Will +5
Speed 30 ft.
Melee Handaxe +2 (1d6+2/x3) and
Unarmed strike +2 (1d6+2/x2)
Ranged Longbow, Comp. (Str +2) +2 (1d8+2/x3)
Special Attacks flurry of blows -1/-1
Str 14, Dex 14, Con 10, Int 10, Wis 17, Cha 13
Base Atk +0; CMB +2; CMD 17
Feats Improved Unarmed Strike, Perfect Strike (2d20) (1/day), Point Blank Shot, Precise Shot, Rapid Shot
Traits Child of the Temple (Knowledge [religion]), Open Palm of Irori (Vudrani)
Skills Acrobatics +7 (+8 to jump), Craft (bows) +4, Knowledge (religion) +5, Perception +7, Sense Motive +7, Stealth +6
Languages Common, Vudrani
SQ ac bonus +3, unarmed strike (1d6)
Other Gear Handaxe, Longbow, Comp. (Str +2), Artisan's toolsCraft (bows), Backpack (3 @ 9.5 lbs), Bedroll, Belt pouch (2 @ 0.72 lbs), Flint and steel, Shaving kit, Waterskin, 32 GP, 4 SP
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Flurry of Blows -1/-1 (Ex) Make Flurry of Blows attack as a full action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Open Palm of Irori (Vudrani) +1 bonus on Acrobatics checks; channel ki 1/day for extra damage.
Perfect Strike (2d20) (1/day) With certain weapons, roll twice, higher is attack, lower is confirmation roll.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Posting Petracleus (first attempt at a PF character) for consideration - will post some more about background soon once I get a flavour for the world but the general angle will be around the only child of a privileged family who have been deposed (by some form of social uprising) leaving Petracleus having to strike out on his own with only his skills as a swordsman to support him - a life of adventure beckons.......
isn't Zen Archer from APG?
Manzcar here My Barbarian entry
Believes in no God
Init +4; Trait: Reactionary
AC 17, touch 12, flat-footed 15
hp 15 (1d12+2+1)
Fort +4, Ref +2, Will +0
Speed 30 ft.
GreatAxe +5 to hit 1d12 +9 (power attack 2handed)
Ranged: +3 to hit Light Crossbow 1d8
Str 18, Dex 14, Con 14, Int 12, Wis 12, Cha 7
Base Atk +1; CMB +5; CMD 17
Feats Power Attack,
Skills: Acrobatic 6, Climb 8, Perception 5, Survival 5, Track 5, Knowledge Nature 5,
Languages Common. Orc, Draconic
Starting Gold: 126, spent 118.15gp, Remaining 7.85gp
Other Gear: Scale Mail(50gp), 30 bolts, bedroll, flint and steel, shovel, hemp rope grapling hook, caltrips, whetstone
Magnauk was once a part of a Seperatist clan of Half-Orcs who wished to live their lives in harmony with nature and peace. They wished to live their lives with out confrontation. Magnauk is no longer a part of this clan and does not mention them other to say that he is no longer a part of this clan.
It is obvious that there is much more to this story but Magnauk is not telling... at least not right now.
Magnauk is a very large brutish looking half-orc with a face full of scars the most notible is the long scar that starts at his upper lip cutting through his left nostril up his nose barely missing his left eye and finishing in the middle of his forehead. To say Magnauk was unattractive would be an under statement. He is tall stading nearly 7 feet tall and weighing in at over 400 pounds. He is a Half-Orc of very few words but carries a big axe.
Greetings, folks. Thanks for the submissions so far. Comments to follow shortly. I'm trying to line up a second game so everybody plays (no guarantees).
If you have a preference on one, let me know. Retribution is shorter so I'll come up with something to follow it up to get to third level (that's where Shadowed Keep ends).
|Garris "The Dragon"|