The Walking Dead of Golarion, by GM Fiendish

Game Master Fiendish Zen


1 to 50 of 1,230 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Congratulations all, you beat out some serious competition to get your slots, give yourselves a pat on the back for writing good backstories, having interesting twists on a concept and building your crunch well.

The first question you are likely to have is 'where the *bleep* is the cleric?!'

My answer is simply that whilst there was a maximum of one divinely connected character, it was not a minimum, and I felt that your characters were a better fit. In addition from a mechanical viewpoint, 3 of you can heal magically, you have party members that can brew potions and you have access to the heal skill as well, Polonius being your go to guy there. Stop worrying! What could possibly go wrong?! ;)

Ok, time to finalize your characters. If you haven't already, please cross your T's and dot your I's for a final once over, then post here to confirm you're in.

As an incentive, i'll be advising of your minor magic item once your character is rubber-stamped :D

Looking forward to this, mwa ha ha!


(KILLED IN ACTION) | Gnome | Alchemist 4

Gonna make some last minute minor tweeks to my stats (like increasing wisdom and going cleric maybe - lol jk).

Will have a final version ready soon, looking forward to this starting.


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Azmerai looks around to his happy survivors, lays down his chest to sit on it, takes some jerky and starts chewing. After a few gulps he says:
"Good week so far. No friend dead and still some food left."


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari looks around the area, searching for a high, defensible position.

"Do not be afraid," he says. "I have no wish to kill or enslave you. The world has changed so, that we must work together to survive."

FWIW, I also have heal skill. And I'm thinking that doing this without a cleric has a grittier feel to it. Hopefully, not so gritty that we all die.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Woot! Glad to be joining, and looking forward to playing/surviving with you all. Thanks for the vote of confidence GM Fiendish.

I am off at a game day away from home today. Will be back at home late tonight.


Inactive

Checking in so this thread will be dotted at least, will do a final character audit a little bit later tonight and I'll post a confirmation here once I do. Looking forward to it :)


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Could I ask you nicely to check my character sheet, just that everything is in order.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Turrey Butterhill here and ready for review. I'm happy to be a part of this, I think we've got an interesting group of characters!

Fiendish, as you say, I was surprised to not see a cleric picked but in some ways that makes the survival theme even stronger.

Out of curiosity, since we now don't have any in the party, *are* there any good clerics still in connection with their deities (as far as we know)? If we've heard rumors but no confirmed reports, that in itself might provide a seed for a quest.


Inactive

Okay, character audit is done and Lenneth is good to go! She still has a few coins on her because she'd rather carry the extra change than be weighed down by extra supplies (as much as she'd have loved to had the extra supplies).

At the risk of jumping the gun, do we want to discuss here on how we each are thinking about progressing our characters and discuss suggestions to synergize our builds/skills/spells? This type of campaign seems made for such party-building.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Good idea, Lenneth.

Turrey will likely advance as a solid thief (at most, possibly a level or two at some point in Fighter). He's a good scout (+11 stealth, +7 perception, plus a 30' move -- though no night vision) and knows a bit about Survival, Sleight of Hand, Escape Artist, Disable Device, and Acrobatics as well. He has no face skills and only a 9 CHA. (As an aside, I notice our best CHA of the party is Polo @ 12. It might be worth one of us taking Diplomacy at some point...assuming we're not the only humanoids left alive. ;-) Turrey's not a great choice, but maybe no one is better? Is Turrey the only one for whom it's a class skill?

In combat, Turrey won't deal quite the same kind of damage that Azmerai and Shomari deal (nor have quite as many HPs) but will often find himself in melee and his AC is actually quite high for this campaign (18 vs Small, 19 vs Medium and larger) so he should be reasonably able to survive in combat (for someone living in a zombie-ridden wasteland). He has 2-weapon fighting with plans to get W Finesse as soon as he's able, possibly through multiclassing at 2nd level.


So a couple of things about the campaign:

I will usually post every night, when possible I also post during the day (weekdays at least). This week (typical!) is no good for daytime posts as my company is moving offices and I'm likely to be flitting between locations without WiFi coverage during the day :( Also be advised that I'm in NZ (GMT+12) so bear that in mind with me responding! I expect audits to not take too much time, so we should easily be started by this weekend :D

As you have no doubt already identified, this campaign is on the gritty end of the spectrum. The cavalry ain't comin' and you only have each other to rely on. It may be an uneasy alliance, but you all have reasons for working together for the common good. Each of you have seen what happens to those that try to make it alone, it's never pretty, everyone has to sleep at some point...

I have GM'd a fair bit IRL, but this is my first online campaign. I would ask that you bear with me and most importantly, give me feedback! I can't fix what's broken if you don't tell me. So if you aren't enjoying it then for goodness' sake let me know so I can fix it! I am very open-minded and easy-going so don't hesitate to PM me about anything. That includes any suggestions you have for the campaign. In this medium we're essentially writing a novel together, I value your input :)

I will be enforcing encumbrance, so it's a good idea to note down the weight of your gear as well as light, medium and heavy carrying capacity. A little bit more book-keeping than normal, but it will help maintain the stark nature of the apocalyptic world. All of a sudden mule back cords are literally worth their weight in gold (or whatever useful barter substitute you have available ;)

If you could add your stats to the 'Race' or 'Gender' line of your character's profile that would be good (see Polonius or Lenneth's profile for an example). This makes my job much easier! Don't forget to include your viewing modes if you have them. Example text: Female Aasimar Paladin 1, hp 11/11, AC 15|T 10|FF 15, F +3|R +0|W +2 (+2 v charm and compulsion), Init +0, Perception +0 Darkvision 60 ft

On the subject of clerics and other divine casters retaining their powers...you have either heard from other survivors or witnessed first hand that everyone seems to have lost their connections. Certainly no-one you have met thus far has demonstrated any ability to cast or channel from a divine source. There are of course rumours that some individuals have retained their powers. What your characters believe is up to you however!

Sounds like a good plan to give each other an idea of where you think you'll be building your characters.

We will be starting 'in media res' as you approach Sandpoint for the first time, but feel free to do some IC dialogue here if you like (not required). This can represent your characters getting to know each other during the short while they have shared the road. How you came to be in each other's company as you approach Sandpoint is entirely your call.

You should each receive a PM from me shortly detailing your minor magic item!


(KILLED IN ACTION) | Gnome | Alchemist 4

It looks like we have a fairly broad selection of skills in this group and some overlap in particularly useful skills.

Despite having the churigeon archetype, a couple of people have a higher Heal skill than me at level 1 because of the Wisdom modifier. Eventually I will get skill focus in Heal as a bonus feat but even so, with a couple of us aiding eachother we should be able to provide effective first aid right off the bat.

My Stealth is as high as Turrey’s because of the trait I took and I have the added bonus of darkvision so at least our rogue doesn’t have to scout alone (although I only have 20’ movement). Similarly, we both share Disable Device so I can aid on that as well as Survival checks with our Ranger.

Polo’s main contribution in combat is going to be bombs and splash weapons. If we come across any alchemist’s fire or holy water in particular, adding my intelligence modifier to the damage will get a lot more mileage out of these usually mundane items which between me and Lenneth we should be able to craft pretty well. In the early levels I will struggle with longevity through the day. I will only have a handful of bombs and once they go I’ll be next to useless with my sling :(

Beyond that I can brew potions of Cure Light Wounds and Shield and from level 2 I can share my Cure extracts as essentially free potions per day. My feats and discoveries will focus on bombing and utility to help Lillith with some battle field control through things like Stink Bomb (stinking cloud) and Confusion Bomb.

Questions for Fiendish:

Are you using the standard crafting rules? I only ask because I think our ability to sustain ourselves with items and weapons seems like it will be very important and the rules as written are really prohibitive – even with the alchemist’s fast crafting (I think it takes something like 10 days for a single alchemist’s fire). There are great third party rules for crafting that I’ve been using for a while in my tabletop and PBP games and I think they are called – Making Crafting Work (the Pdf is about $5US).

As for GM-ing a PBP. No problem at all. I’ve run a couple on here and learnt a few things along the way that I’m happy to share. How are you going to be running combat? With maps or without?

If we die are we out? It’s unlikely we will have access to resurrection magic any time soon and even if we did it probably wouldn’t work given the fact we will likely have become a zombie and the connection to deities has been shut down. So if we die, are our characters gone forever? Do we, as players, make way for new players who didn’t get through initial recruitment or can we draw up a new character?


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Azemerai likes to be first in, last out of melee trying to hold the enemy as far as possible. He also has darkvision so he can contibute in guiding at night. He is a leatherworker, so he can make simple armor, clothes and many more mundane items.
He will concentrate on heavy hitting, cleave and feats that improve fortitude checks.


@Polonius:
Crafting- I think 10 days *is* prohibitive. What I will houserule is the following: with sufficient leisure time and tools, you can craft one of something, be it a quiver of arrows, an alchemist's fire, or 5 torches. By 'sufficient leisure time' I'm thinking 'an evening', so 4 hours or so. The problem you are going to run in to is crafting components. Currently crafting runs off gp, and there are no handy markets selling components any more. So what I propose would be (like it would be in real life) if your character wants to make something, tell me. We will then consider them to be looking for the right components, we'll either roll for acquisition or you can find during play, and I'll advise when you have enough bits and pieces to make things. As already stated this does not affect class features like your bombs, I'm assuming you find a handful of nails here and a drop of lantern oil there in order to keep your satchel fully-stocked. We're talking about sitting down and using craft (whatever) skills. That's where my head is at the moment with this, let's go forward with it and change it if it is too easy or too hard either book-keeping or flavour-wise! As ever, your input is important so let me know what you think :)

Combat-I'll old school it at some points where it's easy to administrate, but combats of any length or importance (or where there are plenty of undead just dying to make the acquantance of your internal organs), we'll use maps. Probably not Ditzie, I'm a fan of maps with grids so everyone can call out where they are moving to, then on my turn I'll update the map. Saves people having to copy links all the time and any potential muck ups in posting order etc. As for combat initiative etc, I'll roll initiative for everyone and post the result. Once everyone has posted I will process the actions in order and update the map. Let's see how it goes :)

Dying-That's a good question. Resurrection is highly unlikely for your characters in this world, there just isn't the availability of such magic any more. So yes, it will likely be permadeath if you are slain. As for what happens with you the player, you guys stood out to me over the other applicants for good reasons, so I would like to keep you if possible. So if your character passes on, then yes please do roll a new one. We'll work together to ensure a lack of cheese, and an appropriate point to insert you back in to the narrative. If for any reason you don't want to re-roll then that's ok too. In a nutshell, your slots in the campaign are yours until you choose to relinquish them.

Magic items-You may have received your item and gone 'what the heck have I got that for, it's not much use to my character!'. This is deliberate, and designed to facilitate some RP and relationship building! Also - I'm a fan of personalised items over the 'generic katana-shaped edged-weapon +1' variety, so it's likely you'll run in to things of this sort that aren't necessarily in the rulebook. If you have any questions about them or I haven't been clear with anything, let me know!

Right, I'm really going to email you those items now!


Inactive

I'm GMT -6 but keep odd hours when I'm not working, so the time difference shouldn't bother me. I'll post some mechanical thoughts on Lenneth a little later; I will say that I think my magic item is awesome!

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights
Turrey Butterhill wrote:

Good idea, Lenneth.

Turrey will likely advance as a solid thief (at most, possibly a level or two at some point in Fighter). He's a good scout (+11 stealth, +7 perception, plus a 30' move -- though no night vision) and knows a bit about Survival, Sleight of Hand, Escape Artist, Disable Device, and Acrobatics as well. He has no face skills and only a 9 CHA. (As an aside, I notice our best CHA of the party is Polo @ 12. It might be worth one of us taking Diplomacy at some point...assuming we're not the only humanoids left alive. ;-) Turrey's not a great choice, but maybe no one is better? Is Turrey the only one for whom it's a class skill?

In combat, Turrey won't deal quite the same kind of damage that Azmerai and Shomari deal (nor have quite as many HPs) but will often find himself in melee and his AC is actually quite high for this campaign (18 vs Small, 19 vs Medium and larger) so he should be reasonably able to survive in combat (for someone living in a zombie-ridden wasteland). He has 2-weapon fighting with plans to get W Finesse as soon as he's able, possibly through multiclassing at 2nd level.

No need to multi class at second. Just take the Weapon Finesse Rogue Talent. :) I think the party will be better off if we do not do a lot of multi-classing, especially early on. Of course its your call. I just wanted to point out another option for you.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Hey Polo, Lilith has Craft Alchemy as well at +8. Maybe we can work together some. :) I completely agree that by RAW alchemicals take way way too long to craft. No one would craft them, at least not for the prices listed. I do seem to recall that they do not cost as much to make as magical items (which cost 50% of the list cost). I also recall that crafting arms and armor seem to take weeks if not months too, so am glad we are going to house rule some of that. Later, when the group has some magical crafting feats I think I can show that you can spend as little as 2 hours a day on magical crafting and make progress on making an item.

Anticipating that purchasing supplies for crafting might be impossible Lilith has inks, pens, and parchment as part of her starting gear to hopefully allow her to scribe some scrolls. Of course she may need to find herbs or other additives for the inks to be able to scribe those scrolls, but she has the basics stuff.

And she has the Breadth of Experience Feat, which is suppose to represent that she has been alive and around long enough to know at least a little about most professions and can make untrained skill checks at any profession at +2. So while she does not have a heal skill she does have Profession Herbalist with which she might be able to assist healing. This feat also lets her roll as trained on any knowledge roll. She only has points in two knowledge skills (Arcana and Religion) but can make rolls as trained in any of the others at +6. I hope this helps the group.

Last think I wanted to mention is that Lilith has a silver dagger. She will likely want to hand it over to someone else (Likely Turrey) at first chance as she hopes to never need to use it. Since she did not have many demands on her money I thought that having a silver weapon in the party might be helpful. :)


(KILLED IN ACTION) | Gnome | Alchemist 4

We will have to see how Fiendish rules it but if we are all working together to craft alchemical items, with the added +2 from aid another we might be able to craft more than one item per evening - depending on how much we beat the DC by.

Also, as for crafting magic items you are absolutely right. It takes 1 day per 1,000gp value of the base item. I tend to break that down into hours so a Belt of Giant Strength +2 would take 4 days or 32 hours. You can always craft for 2 hours a day even when adventuring so that's a handy way to track how long you have left to craft an item.

As for book-keeping, tracking every ounce and pound can be quite laborious, but absolutely necessary in this campaign. Does anyone use HeroLab to manage their characters? It's brilliant for this kind of micro management but if anyone doesn't use it I'm happy to draw up everyone's character in HL and track encumberance? I don't think it would take too much time.

What does everyone think about drawing up a secondary character? With my 9hp I'm very conscious that I could be easily killed by a single lucky crit (which is the case in every low level AP but probably more so here). I guess if it happens we should take stock of what the party needs at that point although I think it would be kinds cool for Fiendish to roll a random class as a replacement to represent that you never know who you'll meet on the road lol.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

I've updated my stats and skills under my profile, as requested.

Fiendish Is it alright with you if I track resources (HPs, abilities used, ammo, etc.) in a spoiler at the end of each post instead of in my status line? I think it gives better tracking because it's a permanent record rather than a changing line, but mostly I prefer it because then I don't need to edit my profile every time one of my resources goes up or down.

I'll go with whatever your preference is, just wanted to state my own preference first.

Lilith You'll make a friend quickly if you give Turrey a silver dagger! Oh, and you're absolutely right about W.Finesse as a talent. Thanks!

Crafting It seems one hole we'll want to address is crafting (especially weapons and armor, and maybe a lot of other basic stuff). Azmerai, you mention making leather armor. If I'm not mistaken, that would be Craft (Armor), which would enable you to work on metal armor too. Shomari can Craft (Bows), but we could use one of our three high INT friends learning to Craft (Weapons) at some point, and

Weapons It just occurred to me that zombies have DR 5/slashing. Fiendish, can you confirm that that's the case in this world as well? (I assume our characters would know that based on their experience these last six months). Folks should keep that in mind in terms of weapon selection. (e.g. I just realized my shortsword won't get much use).

Polo Does Hero Labs have a way to list weights in the output somewhere? I haven't seen a way?


(KILLED IN ACTION) | Gnome | Alchemist 4

Turrey - your shortsword is slashing or piercing so you should be ok with that. Unless we fight skeletons and then you want a good mace or morningstar or even a club (free!)

I will check on your HL weight question and get back to you.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39
Polonius Fynch wrote:
Turrey - your shortsword is slashing or piercing so you should be ok with that.

Hmmm, not according to d20pfsrd. Fiendish, I'd be happy to find that you rule differently.


(KILLED IN ACTION) | Gnome | Alchemist 4

Wow - I never knew that.

A dagger is P/S but a shortsword isn't? I guess if you have an extra 5gp you could get a gladius.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Well, Rogues aren't proficient in Martial weapons (other than a few, explicitly stated exceptions).

About the only simple weapons that are slashing are daggers and sickles.

Fiendish, given this, I'm actually thinking about taking the Knifefighter archetype, if that works for you. (It seems reasonable for Tulley's background as he'd have been more likely to tussle with knives than with swords or rapiers).

Looks like Azmerai and Shomari may be light on the Slashing weapons as well...and of course that makes archery a bit less impressive too (at least when we're fighting zombies).


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Crafting It seems one hole we'll want to address is crafting (especially weapons and armor, and maybe a lot of other basic stuff). Azmerai, you mention making leather armor. If I'm not mistaken, that would be Craft (Armor), which would enable you to work on metal armor too.
I see Azemerai more as a leatherworker, tanner, doing Hide, leather armor and stuff like that, but not metal armor. It fits much better from his background. To work with metal you need a forge, you need expensive ore, but if you work with leather all you need is some dead animal. I do plan to take armorsmithing later on, but for the moment he can do all things leather-related. Like a cup, like a tent made of leather, like crude leather armor and many more items.


(KILLED IN ACTION) | Gnome | Alchemist 4

Yeah I just meant if you were taking a level in fighter to get martial weapon proficiency.

I think you're right about HL and weights. Maybe in a custom character sheet you can do it which I'll look into when I've got a bit more time.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

I have reviewed my character and other than maybe spending my last few coins on extra pens and ink for scrolls (Assume that has been done) there is nothing that I see that needs to change UNLESS there are other special ingredients she needs to have in advance to scribe a few scrolls. If that is the case then she may have to forego that silver dagger to procure them.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Shomari is primarily an archer at this point. In time, he will become an effective switch-hitter (assuming he lives that long). He's a crafter of bows, and, after arrows, his first priority will be the crafting of a composite +2 strength bow, which'll cost him a pretty penny. So that's something for Fiendish to consider.

Shomari also comes premade with a purpose of sorts, in that he left behind a hobgoblin woman pregnant with his child/children in the stronghold of another group of hobgoblins (and others) in the Fogscar mountains, just up the coast. Naturally, it's up to Fiendish how she wants to handle that, or even if she does, but in a campaign like this, sometimes having a thing to do helps. Anyway, Shomari wants her back, and will be hoping to enlist the aid of the others in that task.

Weapons have been adjusted as best as possible. No slashing arrows that I know of, but that's the way the cookie crumbles. Traded in my spear for a quarterstaff and a sibat - which is apparently what they call a shortspear that you slash as well as stab with.

Getting some leather armor (or even studded leather) would make Shomari a lot happier about melee, but it really depends on how long it takes us to come up with the materials.

Weight spoiler and stat bar added to profile. I should be good to go. When travelling, assuming the rest of the party will be moving at 20' Shomari can carry some extra weight, though it may be best not to give him anything you're too attached to.


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Well I think give me a cow, and I do my best!


(KILLED IN ACTION) | Gnome | Alchemist 4

Hmmmm... I'm thinking Polo and Shomari will either find common ground or butt heads. Polo has a son somewhere in the apocalypse, assuming he is still alive. I don't have any leads on where he is because he ran away from home but anyway... if Polo gets any leads on his son he will be desperate to follow up on them. If that takes us toward Fogscar great, if away from Fogscar - that's why I could see us butting heads. Having said that I can already see the RP opportunities from a father and a soon-to-be father.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Shomari: As an elf Lilith could use a bow should one become available to her. Maybe she could inherit your short bow once you are able to get a better one. She likely will not use it much but does have a decent dex and would not mind having a ranged weapon. She would be better off with a crossbow probably but can use a bow.


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Another question. Do you get a discount for items you might have crafted yourself?

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

I do not think there was any crafting allowed before the game began.


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Last Question?
Can I change the Greatclub to a Halberd and the Parade Armor to Hide shirt?
I like the idea of a self-made hide shirt and an halberd is a better weapon than a club, also something one might pick up from a dead town guardian?


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

Azmerai, Fiendish spoke to that during recruitment. You can say something was crafted by you but its full cost still comes out of your 50 GP. Going forward we'll be crafting based on the scavenged supplies rules she's laid out.

Tulley is going to have to get used to hanging around a hobgoblin at all, but there's fun roleplay to be had there...and when one's surrounded by lurching, foul-smelling walking corpses suddenly a hobgoblin will start looking a bit more like kin. Once he gets over that, helping to rescue a kidnapped partner and children is something he could easily get behind.

Once/if we find a defensible place to hole up, I can see starting scavenging mission for better equipment (e.g. raiding places that used to be a town garrison or a noble home). Of course, anywhere that was *easy* to loot was probably looted a long time ago...

Some of what he most wants to get his hands on:
* masterwork daggers
* Thieves tools (common, or even better, masterwork)
* A masterwork chain shirt
...All Small sized, of course, though I also guess that much of what we find may need modification (changing its size, patching it from other sources, etc.) before we can use it.

He'll also be interested in humanitarian missions, as much as is possible, e.g. finding dried food stores and getting them to folks who're malnourished.

...And of course I suspect a great deal of our time may be nothing more than staying alive and finding a bit of food for ourselves.


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Well I don´t mind a not very polished stuff on him. Maybe taken here and there and changed to fit him, but that just sounds perfect.


A zombie ate my first post, gah!

Therefore please forgive brevity!

Polo: aid another crafting will result in the chance for more items made.

Turrey: Knifefighter approved, also from a mechanical perspective there's not a huge difference gladius to shortswors, happy to have the s sword do slashing. Also happy for consumables, hp, etc to be posted in a spoiler rather than on your profile. Good idea!

Lilith: can't think of anything else you might need for scroll writing, aside from dry and warm shelter and some peace and quiet...;)

Indeed no pre-game crafting! You simply haven't had the time or else have had to leave items behind.

edit: Azmerai: change your inventory all you like till we start, but it all comes out of that 50gp!


(KILLED IN ACTION) | Gnome | Alchemist 4

Fiendish - have you ever used MapTools for combat maps? It's free and pretty intuitive to use, turns maps into grids with references and uses character/monster tokens etc

I'm sure others have used it here too


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

GM Fiendish: crafting materials. This seems like it's going to be a big one, because almost all of us have stuff we want to make. I'm perfectly content to let you allow us to find materials according to your whims, but it might get to be a pain, what with me constantly asking if I find a +2-strength-bow-worthy piece of wood every single time we pass a tree. I've been looking at Ultimate Campaign's downtime rules a lot lately for a campaign I'm thinking of running, and their rules for skilled work to generate GP could be applicable. Essentially, a skill check, with the result in GP earned for a day's work. Not that I'd be getting paid, but I'd be using survival checks to represent hunting through the forest until I hit whatever the magic number is and then I find what I'm looking for, huzzah! Of course, a mw composite +2 str bow is 300gp for materials, so that's going to take some time.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Not just wood Shomari. You need horn and glue too for composite bows. So maybe you can hunt some horned game too. Might be fun.


Character Sheet HP 204 | AC 39 | F+26, R+28, W+31[L], ↻ schadenfreude on crit fail, halfling luck 1/hr | Per+28[M] | Speed 25ft | Spell DC 39

I've created a spreadsheet to track Turrey's equipment, including cost per item, weight per item, quantity of items, total cost, and total weight. I broke the weight out by what's in his backpack. (Note that some of the weights are modified for Small size). I think it'll be handy for tracking encumbrance. (Currently he's got a heavy load while carrying his backpack, but can drop it and go down to light when needed.)

Fiendish, let me know if having a link to this tracker from his profile works for you, or if you want me to list it out separately in his profile as well.

Others, feel free to make a copy or modify if useful.

I've also added the Knife Master archetype, and replaced the shortsword with a cold iron dagger.


1 person marked this as a favorite.
hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Hobgoblin composite bows are made of wood, and the tears of elven slaves.

But in reality, you're absolutely correct. To make an actual composite bow (or any of the things we're talking about making) requires much more than a good bit of wood. Though the overall idea was to attempt to simplify the process of gathering materials to reduce GM headaches.


Inactive

Aside from making use of her Healing Hex, Lenneth is capable of brewing potions and crafting alchemy items, which seems like it will synergize well with Polo and Lilith. She took the Fast Learner feat which will make her eligible to take Improvisation at third level which will give her a +2 bonus to all skills that she has no ranks in as well as let her use trained skills untrained; that will cover Disable Device, Handle Animal, all Knowledge skills, UMD and Profession. She still won't be the best at certain skills, but it'll give her the potential to fill in if other characters aren't capable of doing so for whatever reason. I'm not sure if she'll go as far as to take Improved Improvisation. It'll bump that +2 to untrained skills to a +4 and halve the nonproficiency penalty for weapons/armor/shields, but she would likely be better served to just take Extra Hex or some other feat.

This type of campaign opens a lot of options for nonstandard hexes in addition to the usual standouts like Cackle, Fortune, Misfortune, and Slumber. I actually can see some use for the Feral Speech hex in asking what critters we find for information since there aren't many people left to ask. Tongues for filling in language gaps, Swamp's Grasp, Peacebond and Ward for defensive purposes, etc. Assuming we live long enough to get to 5th level, Fly could be handy for quick aerial scouting or reaching the tops of structures to tie off climbing ropes and such. Indigo can't do much, but he has a pretty decent Stealth and another pair of eyes never hurts.

RP wise...still too early to tell, but Lenneth will probably have her own issues with Polo and Shomari's respective "quests" and by issues I mean much angst because she essentially bolted and left her family (parents and such, not children/spouse) to their fate when things started going down.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Elven slaves? Hmm...

I see Lilith as the voice of "reason" for the group's survival. She its lawful neutral and will be preaching that you have got to save yourself and not take chances for people that are likely already dead. You can't risk the welfare of the group for some long shot… right? Should be fun.


Polo: ah yes maptools is what I was thinking of using :)

Turrey: link is good. For the most part I will rely on your honesty as you guys want to play the game by the rules! I doubt I'll see anyone taking advantage, but if I do then I'll break out the fine toothed comb ;)

Shomari: that's it! I've been wracking my brain for where I saw alternate crafting rules and that was it. Happy to implement those! That can work as a substitute for what I was warbling about earlier!

so, from thus point it sounds like you'll all need to puck up a 'scraps' bag for raw materials and items being worked on!


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Well, we have survival to gather "Natural" resources. If we manage to kill a cow, or even better something like a ram, you should be able to make a composite bow out of the horns, sinews and the glue made out of bones. Go back to the basics, check how many of the nomadic tribes did make their stuff, got some great ideas from the huns for leatherworking stuff. I think if we make a corded leather rope with the same stats as a hemp rope, it will be quite fine for the gm. Many items in a house can be resmelted for arrowheads, like nails, small ironworks. We just have to learn to be creative. Yes, many houses will be looted. But in the beginning people checked for weapons, food, and stuff like that. We have to learn to work with whats left behind.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Ok, partly because I am anxious to get started, and partly because I want to know more about your characters I am going to take a look at all of your builds (unless the DM would prefer I not do so). If I see something I have a question about I am going to mention it here.

Polonius Fynch is first, simply because he posted to the discussion first. If you would rather I not look over your character please say so and I will desist immediately.

Ok. Polonius.

First I noted that your init bonus of +2 did not seem to jive with your dex of 16. Then I noted your range to hit seemed to be one short. Looking further I see that your dex is likely 14, but its listed as 16 in the stat area and 14 in your actual write up.

Second, I think you have the Pyromancer racial trait based on having some racial spells like Produce flame. Don't forget that Produce Flame will also be augmented by the Pyromancer trait doing a d6+2 damage and lasting for two attacks.

Lastly, I do not see where you took your +2 for obsessive. It does not seem to be in your Alchemy skill. Did you replace that racial trait? Its common to replace it with Academician, but I did not see that either.

And a final note - I believe you can copy spells from Lilith, once we get to know each other and have some down time. So it might be smart to have whatever supplies you need to do so . Unfortunately Lilith cannot copy spells from your formulary into her spell book. So if we find a scroll that we both can use, let Lilith copy it first. Then you copy it from her.

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Azmerai, the only thing I see on your sheet is that your perception does not have any note to add +2 from your scavenger racial trait. Its likely to come up a lot so I would add it to the skill something like: Perception +5/7 to find hidden objects, secret doors, etc.


hobgoblin Ranger 1
Spoiler:
Init +5; darkvision 60' Perc +5AC 15, t 13, f-f 12 (+3 Dex, +2 armor) hp 15/22 F+4, R+5, W +2

Once upon a time, I knew the ingredients and the steps the mongols used to make their bows. Sadly, in the absence of a good opportunity to utilize that knowledge, it has fallen deep into the murky depths of my memory, from whence it may never rise again.

I do remember that it took a hell of a long time to make a really good bow, so I'm fine with the process taking time. Especially with us also needing to eat, kill zombies, rescue the princess, etc.

Also, for the leatherworking, I think it's not unreasonable to think that we'll be hunting and trapping for the cookpot. We might not need a cow if we're bagging enough deer. Or hey, cows might be plentiful.


Male Half-Orc Bloodrager (Primalist) 1
Stats:
hp 15/22(+4) AC 16|T 12 |FF 14, F +8|R +4|W +3, Init +2, Per +6

Well Lilith, I DID ask you all to recheck my charactersheet. I am doing a lot of papers for university recently and I found out that if you doublecheck your own work, you miss quite a few things. So... no worries.
Also, iIrc, we have been traveling for a few days together, so you have some experience. Also, in stressful situations, most people love to talk, or let more things slip than intended. You might have noticed someone whisper a loved ones name in the sleep, saw some scars on the back of someone, noticed that someone strokes a locket or anything like that.
Also in a situation like ours we have to rely on each other and there are no more half-orcs, hobgolblin, halflings, there is only dead or alive!
Also we need each other on the road, for the security of many, but also the feats of strength of the barb, the cunning of the rogue and more....

Dark Archive

Female Elven Female Elven Wizard (Conjurer) level 7, hp 45/45, AC 13/16|T 12|FF 11/14, F +3|R +5|W +4 (+2 v Enchantment and immune to sleep), Init +3, Perception + 18 Low-light vision and Dancing Lights

Cool Azmerai. So add the note about +7 for some perceptions to your sheet to remind both yourself and our hard working DM. And please take a look at my sheet when time allows. :)

Lenneth, first our names are too similar. :)

My only comments to your build are:

1) You and I both have Dancing Lights. I love that spell, but if you are going to bring it I will bring something else. I could take Acid Splash, or Flair or even Touch of Fatigue (likely will not work on undead). Or I can keep Dancing Lights and let you pick something else. Thoughts?

2) Your alchemy skill is great. But you are adding in +2 for artisan's Tools. It works just the opposite. Without artisan's tools you take a -2, but do not gain +2 for having them. You need the 55 gp masterwork version for that.

3) Lilith can scribe scrolls to allow you to learn the spells she knows that are also on your list.

1 to 50 of 1,230 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / The Walking Dead of Golarion, by GM Fiendish - Discussion All Messageboards

Want to post a reply? Sign in.