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PaizoCon 2014!

The Heroes of Brindin's Ford (Inactive)

Game Master loimprevisto

When the will defies fear, when duty throws the gauntlet down to fate, when honor scorns to compromise with death - that is heroism.


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Bricker Longfellow
Zizzafalithax
Alviss Haftbreaker
Lummel "foot down" Karson
Elesandira

Post here and we'll make sure everyone's character is squared away for the start of the game.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

I think it's all legal.

The other characters should have seen or heard of Elesandira, she flies around a lot and is pretty friendly.


Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

Sir. Lummel reports for duty sir!

Work time now, but I'll have the campaign info read by night.

What about HP? what do we roll?


Great. Thanks! I'll add weight for my items and tally gold. Can we buy a couple more items? I'm sure I left a bit of gold on the table. If so, is Paizo's Adventurer's Armory in play? That's a fun supplement.

To the group, ignore my misspellings. The Nook Color is handy but the keyboard can be a bit frustrating and that's what I post from after work hours.

Looking forward to the game.


female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

So, Lummel is a soldier?

We've probably got drunk together. We've been drunk together, yeah? We should get drunk together.
Once your off-duty, obviously.


Since Alviss is fifth level, he gets the Divine Favor ability, which involves one of two options. Since he bought a pony with starting gold, he'll take the 'Celestial Spirit' option.

Also, at third level, he took the 'Shaken' Mercy.

If you were okay with the Guardian of the Forge trait I included in the posted build, he'll make Knowledge (History) a class skill and move one skill rank from Heal into that.

I think that's all his outstanding dwarf/paladin build issues.


HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

excellent group!
made some changes to my spell list:
0th (6): detect magic, read magic, prestidigitation, mage hand, ghost sound, acid splash
1st (4): silent image, magic missile, hydraulic push, vanish, *mage armor*
2nd (2): create pit, spider climb, *resist energy*

fits the character and his back story better. hydraulic push is perfect for his heroism at the Ford, should be really fun with pits, and will help our beatsticks position the meat. really liking that spell.
altered the feat list to include craft wondrous item.
i'll work on the gear today.


I'm going over everyone's character sheets for the final checks now. This is also your chance to figure out whether/how well you know each other and where you live. You've all at least heard of each other, and it's entirely likely that you have adventured together before. You can read up on the info about Brindin's Ford that I posted in the Campaign Info tab to find out more about the town. Also, let me know where you're staying, there are inns and boarding houses in each of the wards, or you can own your own accommodations purchased with starting wealth:

100gp for a house in a bad neighborhood, or a particularly rundown house in an average neighborhood
250gp for an expansive house in a bad part of town, an average house in a "middle class" neighborhood, or a small house/room in a better part of town
1000gp for a large/nice house or villa in one of the tradesman's wards, or an average-sized house in one of the wealthier areas
2500gp for one of the villas in Silver Hill or Ford North

@Elesandira:
I went over your character sheet and I need a bit of info from you:
  • Please calculate your armor check penalty, taking armor expert and encumbrance into account. I don't think you have more than 100lbs of gear, so encumbrance probably isn't an issue. Note that agile breastplate still applies the full penalty to Fly.
  • Your flight speed is "Double your land speed", in medium armor or with a medium load that means a flight speed of 40. This is also specified under the encumbrance rules in the PRD.
  • Please post the number of ranks you put into skills so I can double-check the modifiers. Make sure you apply armor check penalties to the appropriate skills.
  • Post your current animal companion, both the numbers and a bit about its personality and appearance. If you're not good with the numbers, I can stat it for you... just let me know.
  • Final checks on the rest of the characters as I get to them...


    Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

    "Yes Ma'am, I'm a soldier. Drank together? For sure, I never dodge a good drink at Jofen's Tavern. Ulila, the apple of my eyes, works there. She is a great kid, got her mothers smile.
    About getting drunk, is not my style. I might not be donning my steel, but I'm not so naive to think I'm ever off duty. Bad things don't wait for us to be ready. And I don't like to make a fool of myself, those unshaved boys they keep sending up here need somebody to look at."

    @gm it just came to me, Lummel is old enough to have a 12y old kid, and has lived here the better part of his life. Hope that is not an issue. Haven't thought about the wife yet.
    If is not a problem I'll keep assuming we know common people and eventually introduce png (see Jofen the tavern owner) if I overstep the mark just tell me


    There are a few specific taverns and other businesses described in the module, some are in the spoilers on the campaign tab and others I can introduce as necessary. I have no problem relocating NPCs and encounters to work with parts of the town that you guys introduce, collaborative world building and storytelling is always best!

    @Lummel:
  • Unless he's a grizzled outdorsman/survivalist, you might be better served by putting the ranks from survival into profession (soldier) and 1 rank of knowledge (nobility)... completely up to you.
  • Align weapon would technically be an oil
  • Please calculate your armor check penalty and post it with your skills. Mithral agile breastplate means that you should only have a -1, with -0 to climb and jump.
  • Pick a feat for your empty slot, and let me know what you want to incorporate into the garrison's training. This can be any "combat feat" that a fighter could choose as a bonus feat. Things like skill focus (ride) or skill focus (perception) might also be acceptable.
  • Family is perfectly OK! Just tell me about them once you've figured out that part of your story...
  • @All: For HP use the typical max at first level and dice for the rest. You also have the option of taking the average for your hit dice.


    @Bricker:
  • You have a shield bonus listed on your AC breakdown, but no shield in your inventory...
  • CMB and CMD are affected by size, remember to incorporate the -1 for being small.
  • Please post the breakdown for your saving throws, I got +11 total for reflex but I'm probably missing something.
  • Which god are you a cleric of? What is your alignment?
  • Don't forget trait bonuses from the "Hero of Brindin's Ford" bonus campaign trait
  • Fill out your gear selection, it looks like you have a fair bit of unspent money, unless I'm missing something. Potion of identify is an interesting choice, keep in mind spellcraft can't be used untrained...
  • Please post how many ranks you spent in each skill so I can double-check your numbers
  • A small creature with 10 STR has a light load limit of 25lbs. Your gear weighs less since it's sized for a small creature, but be sure to watch your encumbrance...

  • Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

    Ok I read the city description and made the change to the character: went for full Profesion (soldier). Yes Align weapon is an oil, just wrote potion for laziness. Added Armor penalty.
    For the family I'm waiting for the right vibe, maybe tomorrow, feat will come too, I guess it will be a combat feat.

    I put back the halberd MW for an sober house not far from the barracks

    HP = 4d10 + 10 ⇒ (6, 10, 7, 9) + 10 = 42

    Edit: forgot 10 from Con bonus so HP = 52

    Edit2: @loimprevisto in the recruitment you were talking about Lieutenant Shella Alaton, the description there are Sergeant Gorum and Lieutenant Brox. How do they relate?


    @Lummel:Lt Alaton and Lt. Brox are the officers in charge of the post. They are of equal rank and their role is focused high-level leadership and administration, they report to the Baron and to the regional commander. Alaton runs things during the day and Brox acts in her stead during the night shift. When they are both on duty, Alaton is above him on the chain of command. Gorum is their right-hand man, and is the face of the leadership that most of the troops deal with on a daily basis. You report to him.

    You've also heard about a traveling hellknight, Merdick Forren, poking around town. He outranks the lieutenants, but would only issue orders in very exceptional circumstances. He was looking into rumors of extortion among the merchants on Chatterstreet, you haven't seen him since the festival started.

    For the training feat your best bet is probably dodge or improved initiative. I'd also allow Tandem Trip based off of your improved trip feat. You could choose others, but some of the troops might not be able to master it (don't meet attribute requirements/prerequisite feats).

    @Zizzafalithax:
  • Strength 6 could end up being a big drawback. Your light load is only 15lbs, and I do use the encumbrance rules. You might want to consider going with DEX 16/STR 11 or CHA 16/STR 9 (or both/STR 12). It would help your CMD/CMB and climb/swim too. Completely up to you...
  • I strongly recommend a rank in linguistics so you can speak common.
  • I am very flexible with profession skills. They can function as knowledge checks or prove useful in social situations. If you want to be considered skilled as a miner you will need to put at least 1 rank into the profession. This is mostly an urban adventure so it may not come up- just letting you know.
  • Looking forward to seeing your equipment picks!
  • Grand Lodge

    (HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

    Sorry that I did not get to respond till now have been very busy.

    Anyhow glad to be in the group and will make all the necessary changes.

    As far as I know I have spent all my gold will over check though.

    Is a cleric to Desna is chaotic good.

    4d8 + 12 ⇒ (7, 3, 7, 6) + 12 = 35


    @Alviss:
  • Guardian of the forge is fine. For the 2nd trait you listed "Tunnel Expert", I can't place that one- did you mean "Tunnel Fighter"?
  • Your attributes are a little sub-optimal. All those odd numbers raised my eyebrows... you could get larger bonuses if you dropped one point form your STR/DEX/WIS/CHA. That frees up 7 points, which you could invest back into whichever you think you would get the most use out of. The only benefit of odd attributes in Pathfinder is resisting attribute drain (not attribute damage though), which is quite rare. You're fine if you want to keep your current attributes, just thought I'd let you know.
  • You have 11 ranks in skills listed. You could use some of those freed-up attribute points to bump up your intelligence, or just drop a rank in something. Also, knowledge (geography) would make sense given your background but is certainly not necessary.
  • You don't have any ranks in Ride. Not necessarily an issue, but it may be hard to use your warpony without it.
  • Please calculate your armor check penalty with the platemail and shield and any other modifiers that might apply. That will make ride checks rough. You might want to consider swapping out tunnel expert/fighter for armor expert and buying agile plate instead of normal fullplate.
  • Feel free to fill out your items, nothing's final until the game starts.

  • Alviss boards in west hill, unless there is a respectable warven community in town. He stables his pony (i am adding cost). He spends most of his time at the library researching the aspodell mountains, patrolling the countryside and escorting travellers at no charge, and making daily devotions to torag wherever appropriate to locale, be it shrine, room, etc. He also considers requests for help and appeals to honor.

    He wouldbe friendly to military persons and city guards if he deems them worthy of respect.

    Weight and gold coming tonight.


    Quote:
    If so, is Paizo's Adventurer's Armory in play?

    I don't have the actual adventurer's armory book, but the OGL content should be fine. I'll allow most of the official Paizo stuff, there's a 99% chance that if it is in the Archives of Nethys I will allow it.

    There is a small shrine to Torag, a functional forge maintained by ley worshipers in the holy quarter. You are certainly an inspiring sight to the other faithful. There are a few dozen dwarves in town, but no dwarven community to speak of.


    HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

    gear!

    worn & carried gear:

    carried item,wt(lbs),cost(gp)
    cloak of resistance +1,1,1000
    Headband of Alluring Charisma +2,1,4000
    bracers of armor +1,1,1000
    handy haversack,5,2000
    caltrops x6,12,6*
    crossbow, small,2*,35
    bolts (40) small,2*,4
    dagger small,0.5*,2
    spell focus,0,10
    chalk 1 piece*
    rope silk,5,10*

    notes: "*" indicates item carried in haversack, unless specifically stated.
    total weight: 8 lbs
    yes, he is naked except for the cloak.

    property not on person:

    item,wt(lbs),cost(gp)
    "lair" in Southspur,n/a,100
    spiked pit trap (CR2), n/a,500
    "horde" of 30,000 cp,?,300
    pick miners,10,3
    whetstone,0,1
    Artisan's tools, masterwork (trapmaking),5,55

    notes: Ziz has created a "lair" for himself in an unused & dilapidated section of the sewers/undercity in southspur. the lair is accessible through a small pipe covered with a loose drainage grate in one of the twisting back alleys. the pipe is just wide enough for a small creature to squeeze through, then opens in to small chamber protected by a rather nasty spiked pit trap that he constructed over the course of many weeks (a false bottom trapdoor covers an already existing pit that is part of the sewers; he is quite proud of it). just beyond this small room is a larger twisting chamber where ziz lives & sleeps. true to the style of the dragons he idolizes the "lair" is piled high with loot - some 30,000 copper pieces he has managed to acquire. a well hidden secondary exit to the sewers exists in this area, should he need to flee. note that i assumed minimum cost for the trap, since it likely will not come up in game

    disposable magic items:

    scrolls, number, cost(gp):
    alarm cl:4th x1 100
    alarm cl:1st x1 25
    sleep cl:1st x2 50
    identify cl:1st x2 50
    expeditious retreat cl:1st x3 75
    detect secret doors cl:1st x1 25
    light cl:1st x2 25
    reduce person cl:1st x3 75
    detect undead cl:1st x1 25
    color spray cl:1st x2 50
    see invisibility cl:3rd x1 150
    invisibility cl:3rd x1 150
    disguise other cl:3rd x1 150
    crafter's fortune cl:1st x2 50
    glitterdust cl:3rd 150
    potions, number, cost:
    cure light wounds x6 300
    wands, cost:
    shield cl:1st 750
    grease cl: 1st 750
    enlarge person cl 1st 750
    wondrous items, number, cost:
    feather token, bird x2 400
    note: all items are in haversack

    unfortunately pearls of power are only useable by prepared casters, and while there is an equivalent item for spontaneous casters in 3.5, no such item exists in Pf. =(

    character changes: i'm dropping a point from stealth to give him a rank of profession miner. silly, i know, but it fits.

    i realize that str:6 is going to hurt, but he is a kobold after all. it will be challenging to deal with the problems this may cause (grappling = ugh), but i figure its better to emphasize his strengths efficiently rather than try to mitigate his weaknesses at a loss.

    ziz has a bonus language due to his int. it will be common.

    EDIT: can i use my spell "tweak" to change the spell focus of create pit? it seems stupid that a innate caster would have to carry around a miniature gold shovel in order to do magic. how about "a piece of earth or stone from within one mile of the target?"


    @Ziz: Technically the PRD kobold rules don't allow for common as a bonus language for high intelligence. I'm willing to house rule it if you don't want to invest in linguistics, kobolds have it rough enough as is :) I love the lair! Unfortunately the smell would be truly, neigh-unfathomably hideous in most parts of the Southspur sewers. Along with the household wastes there is runoff from tanners, brewers, alchemists, etc. and other unsavory wastes. If Ziz can live with that then you're good to go.

    Every group that I've played with has house ruled the pearls of power to be usable by sorcerers. I'd have no problem with it if you wanted to pick up a few.


    HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4
    loimprevisto wrote:

    @Ziz: Technically the PRD kobold rules don't allow for common as a bonus language for high intelligence.

    I'm willing to house rule it if you don't want to invest in linguistics, kobolds have it rough enough as is :)

    Ah! my bad. the PFSRD does list it as a bonus language, and i completely forgot to double check with the PRD, doh! i suppose i could shuffle some skills to make it work if you'd prefer.

    Quote:
    I love the lair! Unfortunately the smell would be truly, neigh-unfathomably hideous in most parts of the Southspur sewers. Along with the household wastes there is runoff from tanners, brewers, alchemists, etc. and other unsavory wastes. If Ziz can live with that then you're good to go.

    oi! the stink hadn't even thought of that. i guess i imagined the lair proper being under the foundation of a warehouse, so as to avoid most of the ick. but still... the stink... if you have any suggestions for where a lair of that sort might be without such awful offensive odors, id love to relocate it. he would prefer somewhere older & off the beaten path to store his "treasure horde," but would be willing to compromise in order to have a more habitable home.

    Quote:


    Every group that I've played with has house ruled the pearls of power to be usable by sorcerers. I'd have no problem with it if you wanted to pick up a few.

    nice! ill have to take you up on that.

    while im at it, HP = 4d6 + 6 ⇒ (4, 2, 5, 1) + 6 = 18

    and

    character relationships::

    Bricker Longfellow: bricker and ziz would certainly run in the same circles. the bandits bricker foiled would probably have been from the same group as those Ziz battled, and the two may have even adventured together to confront the menace once and for all.
    Alviss Haftbreaker: they have probably met, if only to discuss Ziz's knowledge of the mountains. while he would be weary of a dwarf, ziz would certainly appreciate alviss' compassion (especially in regard to travelers) and regard him as a potential ally. alviss may have heard of Ziz's random acts of kindness from peasants he knows.
    Lummel "foot down" Karson: lummel would certainly know about Ziz, and they may have met while "foot down" was on the job, doing just that. Ziz's propensity for pranks has put him on the wrong side of the law more than once, but because his crimes are petty and he is well liked by the populace, the end result is usually "a good talking to."
    Elesandira: as a ranger who spends much of her time outside the city walls, she may have been one of the first people to encounter and befriend Zizzafalithax. he would appreciate her festive nature, and the two would likely meet at the local taverns to "catch up over a few drinks."


    @Ziz: No problem with common as a bonus language, just letting you know it's not RAW. Regarding the lair, Eastgate has a number of seldom-used industrial spaces and the sewers wouldn't be nearly so bad. Southspur borders the river and is the end of the line for everything that flows into the sewers from all over town while Eastgate is somewhat elevated. The only map I have contains spoilers, but I'll try to edit them out and post it up so everyone can get a better idea of the town's layout.

    funnymouth wrote:
    ** character relationships spoiler omitted **

    This is perfect! It would be *awesome* if everyone could give me a blurb like this for knitting together your histories. I'm not sure it will come into play, but I'm big on the storytelling aspect of RPGs and try to customize my plots to fit my characters.

    @All: I would like to start Friday if everyone can have their characters ready by then. Let me know if you'll need more time.


    female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)
    loimprevisto wrote:

    I'm going over everyone's character sheets for the final checks now. This is also your chance to figure out whether/how well you know each other and where you live. You've all at least heard of each other, and it's entirely likely that you have adventured together before. You can read up on the info about Brindin's Ford that I posted in the Campaign Info tab to find out more about the town. Also, let me know where you're staying, there are inns and boarding houses in each of the wards, or you can own your own accommodations purchased with starting wealth:

    100gp for a house in a bad neighborhood, or a particularly rundown house in an average neighborhood
    250gp for an expansive house in a bad part of town, an average house in a "middle class" neighborhood, or a small house/room in a better part of town
    1000gp for a large/nice house or villa in one of the tradesman's wards, or an average-sized house in one of the wealthier areas
    2500gp for one of the villas in Silver Hill or Ford North

    ** spoiler omitted **

    Final checks on the rest of the characters as I get to them...

    went over your character sheet and I need a bit of info from you:

    Please calculate your armor check penalty, taking armor expert and encumbrance into account. I don't think you have more than 100lbs of gear, so encumbrance probably isn't an issue. Note that agile breastplate still applies the full penalty to Fly.
    Your flight speed is "Double your land speed", in medium armor or with a medium load that means a flight speed of 40. This is also specified under the encumbrance rules in the PRD.

    I've changed to +1 chain shirt. I think mobility suits Elesadnira better. This also gives me an armour check penalty of zero (normal chain shirt is -2, improved 1 step by masterwork and another step by armour expert trait).

    Please post the number of ranks you put into skills so I can double-check the modifiers. Make sure you apply armor check penalties to the appropriate skills.
    5 ranks each in: fly, handle animal, heal, knowledge (dungeoneering), knowledge (nature), perception, stealth and survival.

    Post your current animal companion, both the numbers and a bit about its personality and appearance. If you're not good with the numbers, I can stat it for you... just let me know.

    I have been using herolab to make the calculations easier, I'll make an alias for Selveshanea (the AC) and throw her up in a sec.

    I'll also give her a small house in a better part of town with the money she saves from going down to a chain shirt.


    female leopard animal companion; initiative +5; perception+6; AC 19

    Elesandira's animal companion


    female Half-Elf Ranger 5 (Hit Points 49 Current 54; AC 18; Initiative +3; Perception +14)

    Character Relationships
    Bricker Longfellow: Elesandira was away from Brindin's Ford during the bandit raid, when she heard of Bricker's heroics she determined to meet the fine halfling fellow, only to discover he was out travelling.
    Elesandira decided a little practise was in order and she and Selveshanea tracked Bricker to a distant village. She surprised him by telling all of the villagers the tale of 'the brave halfling and the bandit king' just before Bricker entered the tavern that evening.

    Alviss Haftbreaker: Elesandira has watched from afar as the noble,
    dutiful dwarf tirelessly works to protect the roads around Brindin's Ford. She has also tracked down some of the bandits who fled into the mountains when confronted by Alviss. They are probably only nodding acquaintances but Elesandira has an abiding respect for the stoic dwarf.

    Lummel "foot down" Karson: Although Elesandira took the battle to the skies and thwarted the evil fey of the mountain she regards Lummel as her equal in that battle. Without his calm assurance and steady influence the guard would not have protected so many citizens or created the opportunity for Elesandira to strike.

    Ziz: I think I met the little dragon before he had even entered the town gates. He's good company and nothing like the kobolds I fought in my younger days... we don't really talk about that.

    These are just ideas and open to tweaking from others, or maybe Elesandira just has a strange memory/perspective.


    loimprevisto wrote:
    ** spoiler omitted **

    Howdy.

    1 - Yes, I meant Tunnel Fighter.

    2 - You said that dropping 1 from STR/DEX/WIS/CHA would free up 7 to distribute. Looking at the Table for Ability Score Costs in Getting Started (and the Core Rulebook), wouldn't reducing the score by one in any of those only free up two points to distribute? From 7 to 5 or 5 to 3 (Dex)?

    3 - Goes with #2.

    4 - Added the Pony during equipment phase and forgot to add Ride Skill. Will do.

    5 - Was looking at Armor Expert last night and do plan on switching with Tunnel Fighter.

    Will calculate armor/shield weight and adjustments. Will look at agile armor. Current total weight is 133.5 (without potions included). Also still have a couple thousand gold to spend.

    * - The Masterwork Backpack is from the Adventurer's Armory and I will swap out regular backpack. It's in the PRD here:

    Masterwork Backpack

    Thanks.


    Masterwork Backpack

    For the rest of the group, this is a really handy item. The +1 to strength for determining carrying weight is well worth 50 gp. Especially for lower strength characters. For my gold, the best item in the Adventurer's Armory.


    Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

    Updated character, encumbrance and languages as well. I don't remember if there is a Cheliaxian language, I wrote Taldane, but I think that is the ancient one, I'll switch to the currently used as soon as I find the reference. Encumbrance, total gear is 75, but while in town and off duty Lummel carries only longsword and leather, all the fighting gear is at the barracks, a part from Sweet Edge, the guisarme, he proudly brings that home every night, so on his way to the barracks he also carries that.

    Personal relationships
    Bricker: I was at the meeting when the halfling brought the news about the bandits. Maybe he isn't a soldier but he did well and I trusts the small person a lot, even if his ability with locks and such makes me frown.

    Alviss: what to say, dwarves are reliable, and Alviss even more than that. He is a good fighter, that is always a good start, and there is also some goodness in him which I can't pinpoint but inspires me trust

    Elisandira: is a proud strong woman. She fights well and is always concerned about Brindin townfolks. We shared many beers, man that woman can surely drink! I'm only concerned about Ulila, the kid watches the woman with too much admiration, soldier women are fine, but not my girl! But in the end the strange woman is fine, even if she keeps bringing in town that big cat of hers.

    Ziz: please, him again? What happened know. Yeah, I'll look into it. No, I'm sure it's just tomato sauce, not the blood of some virgin for a sacrifice...

    Grand Lodge

    (HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

    Fixed up my character.

    From my calculations after buying gear I was left with 941gp was wondering if I could keep it as a starting budget or do I have to use it on equipment.


    @Lummel:I couldn't find any reference to a Cheliaxian (Cheliash?) language. My main source of information about the region has been the Cheliax, Empire of Devils book. You're probably safe just taking common.

    @Elesandira:
    Hero lab is handy, I guess I'm just old-school... I usually reach for a pencil before I reach for a keyboard to design a character :) Please double-check your choices against the animal companion rules. From what I can tell, your companion should be eligible to learn 7 tricks (6 for INT 2, +1 bonus for animal companion). I noticed that you put a rank in Fly for the leopard... how did this come about? Do you have some method of regularly bestowing flight on him (her?) If not, you might want to put that rank into intimidate or something instead. By the book, Fey Heritage isn't allowed as an animal companion feat but it seems harmless enough and quite flavorful- I'll allow it. Be sure to note all of the bonuses on the character sheet so I don't have to rely on memory (bonus vs death effects, bonus for healing, vulnerability to cold iron). Also, have you considered agile maneuvers or weapon finesse instead of iron will? +4 to hit could make a big difference in combat...

    Chain shirt is a good choice for armor. I'm not sure if you noticed, but it doesn't let you use your full dex bonus to AC (only +4). You could improve this by paying 1000gp for a mithral chain shirt, or save a small amount of gold by downgrading to studded leather. That would give you the same overall AC but save a bit of weight and gold.

    For the house, how about a room in the nothern outskirts of Silver Hill, toward Ford North?

    @Alviss:
    For your attributes, this is what I'm working with: Str 15, Dex 13, Con 14, Int 10, Wis 15, Cha 15. Unadjusted that means:

    STR 15 (7 points)
    DEX 13 (3 points)
    CON 12 (2 points)
    INT 10 (0 points)
    WIS 13 (3 points)
    CHA 16 (10 points) +1@4th lvl = 17

    =25 points

    ...dropping those to even numbers gives

    STR 14 (5 points)
    DEX 12 (2 points)
    CON 12 (2 points)
    INT 10 (0 points)
    Wis 12 (2 points)
    CHA 15 (7 points) +1@4th lvl = 16

    =18 points

    Alviss's Character Sheet:
    Please make an alias for Alviss to make his character easier to reference... here's the last you posted:

    Male Dwarf
    Paladin 5 Warrior of the Holy Light
    LG medium humanoid (Dwarf)
    Init +1; Senses Perception +2 unusual stonework (racial)

    DEFENSE
    AC 23, Touch 11, Flat Footed 22
    (10 +9 Full Plate +1(+1 magic) +2 Hv Steel Shield +1 Dex)

    Special Defense
    +4 CMD vs Bull rush or trip
    +4 Dodge against giant subtype (racial)

    HP ? +5 (Con) +5 (Favored Class)
    Fort +6, Reflex +2, Will +6

    OFFENSE
    Speed 20 ft
    Melee +1 Battle Axe +8(1d8+3) x3
    Masterwork War Hammer +8 (1d8+2) x3
    Throwing Axe +7 (1d6+2) x2
    Heavy Crossbow(masterwork quarrels) +6 (1d10) 19-20 x2
    Special Attacks
    +1 vs. orc and goblin subtypes

    STATISTICS
    Str 15, Dex 13, Con 14, Int 10, Wis 15, Cha 15 (racially adjusted)
    Base Attack +5, CMB 7 (5+2), CMD 18 (10+5+2+1)

    Feats
    Power Attack, Cleave, Weapon Focus (Battle Axe)
    Skills (Skill Ranks + Class Bonus + Ability = X+
    Diplomacy 2+3+2 = 7
    Handle Animal 2+3+1 = 6
    Heal 2+3+2 = 7
    Knowledge Nobility +1+3 = 4
    Knowledge Religion +2+3 = 5
    Sense Motive +2+3+2 = 7

    Languages - Common, Dwarven
    Darkvision - 60'
    SQ - +2 saves against poison, spells and spell-like abilities

    Traits
    Tunnel Expert
    Guardian of Forge
    Armor Expert (if either one above isn't allowed)

    Gear

    +1 Full Plate, Heavy Steel Shield, +1 Battle Axe, 5 Throwing Axe, Warhammer, Heavy Crossbow w/50 masterwork bolts, Backpack, crowbar, 2 flasks, Flint & steel, 2 oil, 2 Belt pouch, 7 days trail rations, water skin, Silver Holy symbol, bedroll, combat pony, military saddle and saddlebags.
    Disposables - Potions: Bulls Strength, Eagles Splendor, Shield Other, Zone of Truth, 2 Cure Moderate Wounds, 2 Cure Light Wounds


    @Bricker:
    Please check your saves, this is what I get:
    FORT: +1(rogue) +2(cleric) +1(halfling) = +4
    REF: +4(rogue) +1(cleric) +1(halfling) +4(attribute) +1(trait) = +11
    WILL: +1(rogue) +2(cleric) +1(halfling) +3(attribute) +1(trait) = +8

    The halfling racial bonus gives +2 vs fear, where does the other +2 come from?

    I notice you still don't have a rank in spellcraft. Without that, the potions of identify will only function as detect magic. You need at least 1 rank to be considered skilled and make the rolls to identify items.

    You're fine with keeping leftover gold as a nest egg.


    ALL OF THEM!!! Goblin 20 Grandmaster DM/10 Charismatic Salesman/10 College Professer/4 Average Lad/6 King

    DM:
    Clerics do not get any ref at 1st level. The other saves are correct. Will take my two cross class skills out of disable device and into spell craft. +2 from int +3 for class skill +2 ranks and can make use of potions.


    OK, I figured I had miscalculated. What about the bonus vs fear?


    ALL OF THEM!!! Goblin 20 Grandmaster DM/10 Charismatic Salesman/10 College Professer/4 Average Lad/6 King

    I have fixed that and put the remaining moneys in inventory.


    @All: Here is a map of Brindin's Ford.


    @Bricker:
    I Just noticed a few more things. It looks like you haven't applied your dodge bonus from the feat to your AC or CMD. Also, it looks like you meant to take weapon finesse based on the listed bonus to attack with your short sword...

    After that, Bricker should be ready for the game. Please let me know where you reside in town (inn or rented room in any of the wards for free, or you can own something at the prices listed above) and give a blurb about whether/how you know the other PCs.


    ALL OF THEM!!! Goblin 20 Grandmaster DM/10 Charismatic Salesman/10 College Professer/4 Average Lad/6 King

    Took finesse rogue talent witch is equivalent of weapon finesse.


    Ok. I see what you meant. The racial modifiers change your numbers a bit, though.

    Here's what I'll go with (the cost is in parentheses):

    STR - 15 (7) + 1 @4th = 16
    DEX - 12 (2)
    CON - 12 (2) + 2/dwarf = 14
    INT- 12 (2)
    WIS - 12 (2) + 2/dwarf = 14
    CHA - 16 (10) -2/dwarf = 14

    Charisma -2 is why you don't see a lot of dwarven paladins around...

    Alias? I was just going to go by Alviss. Not sure what you mean.

    Updating character sheet to reflect new ability scores throughout.

    Also discovered dwarves can ride horses with no penalty, so switching pony to light combat horse.

    Thanks.


    i believe he means a posting alias. under "my account" you can create an alias for your character and put the stats in the profile for easy reference.

    notice i just posted as funnymouth, but previously i posted as my character, Ziz.


    HolmesandWatson wrote:


    Alias? I was just going to go by Alviss. Not sure what you mean.

    if you click "my Account" at the top of the page you will be directed to a page that allow you to create an "Alias", you can call him Alviss and give him an avatar. This creates a new "person" profile, there you can put Alviss statistics in the description.

    When you post just remember to select Alviss in the "Post as" menu (or make Alviss hte default aliass).

    This allows you to create different characters without signing in on paizo for each one, and is easier to manage

    EDIT ninjaed


    HolmesandWatson wrote:

    Alias? I was just going to go by Alviss. Not sure what you mean.

    [...]

    Also discovered dwarves can ride horses with no penalty, so switching pony to light combat horse.

    The posts above covered what I meant by an alias.

    As long as the house rules are flowing thick in this game, I'll throw in the Dwarven Appaloosa, a squat and sturdy breed of mountain horse that uses the dwarven 'slow and steady' rule. Treat them as heavy horses with a speed of 35' that is never slowed by armor or encumbrance. At some point I really need to get all of my house rules in one place, at the very least to help me keep straight what is RAW and what is custom.

    Grand Lodge

    (HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

    Am working out Personal relationships with everyone now.

    Lummel "foot down" Karson: I had only met the lad once it was during the meeting when I had brought news of the bandit raid. He was a very dedicated soldier and I didn't know him to well as he stayed mostly silent during the meeting. He seemed and interesting fellow...I suppose could trust him.

    Elesandira: Yes I remember that one and her...pet well. I had not thought that any thought so highly of what I had did though I did not mind a little fame. I had been out of Brindin's Ford that day in search of a little peace in quiet at a bar there. Well my quiet had not lasted long for the women had already spread word of "heroics" we shared a few drinks and story's before she left. Fine lady I must say.

    Ziz: He is one of few I know who I can call short though I would never say such thing to his face of course as I would rather avoid any conflict with a dragon. He was one of the few I knew in Brindin's ford before the bandit raid situation. I had traveled with him on several occasions one of note was in the nearby mountains by The Ford. Him and I were already quite know in town and were probably the best for sneaking. At the bandit camp I had found several letters from one know as the boss, He was bandit king of the mountains and was in control of the siege on Brindins Ford. Ziz and I were assigned to scout the bandit stronghold and well that is a different story...

    Alviss: The dwarf I have never met him personally but have seen he works hard to protect the roads of Brindin's Ford, how he tirelessly scares bandit far from my home. He is more noble than any and I can respect that.


    Male hp: 19/52; AC:20/17/13; F+6, R+3, W+3; Initiative +6, Perception +3

    got a question about Elisandira. I never played with a celestial and know little about them. Is it clear that she is such or she just looks human? Does she have some explicit power?


    The SRD wrote:
    No matter the form, half-celestials are always comely and delightful to the senses, having golden skin, sparkling eyes, angelic wings, or some other sign of their higher nature.

    The specifics of the description are up to her, but the most noticeable non-human feature is her wings.

    As far as her heavenly powers, that depends on how forthcoming she wants to be. If she prefers to that her abilities not be widely known, I suppose you could make a knowledge (local) or diplomacy (gather information) check to see what people say about her...


    Status:

  • Bricker: Good go go! Just choose your spells for the start of the game.
  • Alviss: Need to create an alias and post updated character sheet. Also need to roll HP.
  • Lummel: Good go go! You can post information about your family when the story comes to you.
  • Elesandira: Needs to update animal companion tricks and make any other last-minute tweaks desired.
  • Ziz: Good go go! You can update your gear if you want to take advantage of the PoP house rule.

  • Grand Lodge

    (HP3/35: AC 20/16/15: F+4/R+10/W+8 +2 vs fear: Init +4/Perception +17 +2 vs traps)

    Spells memorized.:

    0: Create water, Stabilize, Guidance.
    1st: Bless, Shield of Faith, True Strike[D]


    HP: 18/18, AC 18 /15/11, F:+1,R:+5,W:+4, Init :+10, Percep: +10 (light sens), spells:1st:8 2nd :4

    I am definitely going to take advantage of the PoP. I'm trying to squeeze 3 in, so I'm in the process of shuffling scrolls. Should be done tonight.


    HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

    Thanks for the alias info to all who posted. Big chunk of Alviss entered. Rest coming shortly.


    ALL OF THEM!!! Goblin 20 Grandmaster DM/10 Charismatic Salesman/10 College Professer/4 Average Lad/6 King

    Running a futuristic setting campaign based on the fallout setting. Rules are a mix between my own the modern d20 rules and the original fallout d20 ruleset. Please check it out if you are interested.

    Fallout


    HP50/50: AC 24/11/23: F+8/R+4/W+8: Init +1/Perception +2 unusual stonework

    HP = 1d10 + 1d10 + 1d10 + 1d10 + 1d10 + 10 + 5 ⇒ (7) + (3) + (10) + (9) + (6) + 10 + 5 = 50


    Howdy. Could someone post the format for using Show/Hide? It's not in the instuctions below. Thanks!

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