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The Fifth Archdaemon

AJM8665's page

62 posts (85 including aliases). No reviews. No lists. No wishlists. 3 aliases.


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Vachordi Strong Wind wrote:
That it is. How did you manage to make that?

Thanks, it's just the PDF of the village square flipmat along with some tokens I made Photoshopped in.

Again I appologize for the delay in begining the AP. When I got to work this morning I realized I had left the flash drive, that i had copied all my pictures and files from my desktop to, on my desk at home and since I do about 80% of my posting from work I kind of screwed myself till I got home.


Vachordi:

Today It is going to be mostly cloudy, tomorrow it will rain with temperatures in the mid-60's.


Start anywhere on the map. You've all gathered in the town square to listen to Father Zantus give the dedication speech for the new temple. Once everyone is accounted for I'll update the map and give you the introduction.


Sorry all, What I thought was going to be a quiet evening watching the Bears game and working on the campaign turned into helping my wife babysit two seven year olds and a two year old while her friends went to the game.

That being said I have the begining map up, please take a look at it and indicate your starting positions before I begin the first encounter.

Map


Just waiting on Durgan to check in. If he doesn't by tonight I may have to replace him.


Okay, the Discussion thread has been created and can be found by using the tab at the top of this thread or by following this Link.

Once eveyone checks in I'll get the Gameplay thread up and running. Hopefully tonight or early tomorrow morning.


Welcome all to the Discussion thread for my Rise of the Runelords: Anniversary Edition campaign. Please take the time to introduce yourselves and to amke any last minute adjustments to your characters that you feel might be necessary.
Thank you for taking the time to apply and we'll get this show on the road shortly.


Thank you all for applying, I wish I could make room for you all, but unfortunately a perty of 36 would draw unwanted attention. So i've managed to whitle it down to Six applicants (Yes, I said six). So I would like to invite the following characters to join me on this epic adventure.

•Durgan Helsenhammer / NG Dwarf Male / Fighter
•Salisandra Callinova / CG Human (Varisian) Female / Cleric of Desna
•Tania Teg / CG Human (Ulfen) Female / Inquisitor of Gorum
•Chaise Zikaldiru / N Human (Varisian) M / Wizard (Air Elementalist)
•Caerwyn Callandriil / NG Half-Elf Male / Rogue (Scout)
•Vachordi Strong Wind / NG Human (Shoanti) Male / Bard (Thundercaller)

To the rest of you I'm sorry that you were not chosen and hope that you and your characters can find the adventure that you seek.

Unforunately I'm pressed for time and don't have any to create a Game thread and OOC thread right now. I will have one up later tonight after I return home. When I do I will post the links here. Thank you for your patience.


Okay, before we head out the door I'm going to close recruitment, but want to add this submission soemone sent me via PM.

Sir Egon D'Clausanne -Human Cavalier

I should be ready to post the successful candidates when I return home. Thank you all for your submissions and making an already difficult task even more daunting.

Thanks,
AJ


Okay all, I'm in the CST (Northwest Chicago) area. Tomorrow I'll be at a company party at the local pumpkin patch with my wife and daughter most of the afternoon, then at my friend's birthday party in the evening, so don't expect the final selection to be posted before late afternoon, around 4 pm CST.


Hey all, sorry for the delay but i've been pretty busy at work these past few days. That being said i've finally gotten through all the current submissions and will be PM'ing questions to people today and tomorrow.
If anybody wants to submit another character in another category, please feel free to do so. I would rather have an embarrassment of riches as far as selection goes.


I'm not going to nix anyone's concepts. If I choose Zoruk, we'll find a way to work his specialization into the game.


Aiden Lightfoot wrote:
The submission list for this will be huge by Saturday. Think you'll have a task on your hands sifting through all these GM! :)

I expected nothing less.

Now while my wife and daughter are away at Girl Scouts I'm going to sit down and go over everyone submissions so far. I'll post any qustions I have tomorrow.


Sorry all, I've been really busy yesterday and today and haven't had a chance to go over everyone's characters in depth yet.
Also, due to the scheduled maintenance downtime, I'm going to extend the recruitment until Saturday noonish.


Maybe I should rephrase myself. All Paizo material shall be acceptable, only 3.5 and 3pp need to be pre-approved by me beforehand.

@Vuvu=I've never used WoP before, nor seen them used, so my opinion on them would be iffy at best.

@Gronk=Groteus would be fine, and we will be using the various Human ethnic languages as well.


Chaise Zikaldiru wrote:

Oh, excellent. I've wanted to play this. I offer this character.

Also, are regional languages, in particular Varisian, available as a learnable language?

Yes, they are available to learn. If you're going with a Human, please select your ethnicity. Once you've chosen that you get your ethnic language for free in addition to Common (Ex. if you choose to play an ethnic Varisian your starting languages would be Varisian and Common).


Hey all,
For those who didn't make it I've started another recruitment thread for this campaign. Take a look at it and decide if you want to post your character concepts there as well.
Thanks,
A.J.


1 person marked this as a favorite.

I’m looking for five players for an upcoming Rise of the Runelords: Anniversary Edition PbP game I’ll be running. Recruitment will be open from now until 6:00 pm Friday, October 19th.
I usually prefer to select one type from each of the 'Big Four' character roles (i.e. 1 Arcane, 1 Divine, 1 Martial, and 1 Skilled plus an additional character (generally a hybrid class or an additional martial character, depending on which I feel the party needs more)). It's not a hard and fast rule, but thats the way things generally turn out.

Now for the fun part, the rules:
• Races: All standard races from the Pathfinder Core Rulebook will be allowed. Any other PC race will be considered on a case by case basis.
• Classes: All classes from PFRPG core rulebook plus those from the Advanced Player's Guide (APG), Ultimate Combat (UC), and Ultimate Magic (UM) will be allowed. Any Archetype for these base classes (again from the APG, UM, or UC) will be allowed.
• Alignment: Characters can be of any Good or Neutral alignment. No evil alignments will be allowed.
• Abilities: Characters will be based on the High Fantasy (20 point) buy, found in the PFRPG Core Rulebook on page 16. No ability can be raised higher than 18 (prior to racial modifiers). Only one ability may be lowered below 10 and that ability cannot be lowered below 8 (prior to racial modifiers).
• Feats: Any feat from the Core Rulebook, APG, UM, or UC will be acceptable. Any 3.5 or 3PP material you wish to use will have to be approved by me prior to acceptance.
• Traits: Character's will start with two traits, one of which MUST be from the Rise of the Runelords: Anniversary Edition Player's Guide or from the Shadows Under Sandpoint section of the Traits chapter of the APG.
• Hit Points: Characters will start out with Maximum hit points for their class at 1st level. After 1st level character's will roll for their hit points or take the average of their particular hit dice (rounded up), whichever is greater.
• Starting Gold: Characters will start with Maximum starting gold for their base class as found in the PFRPG Core Rulebook on page 140, or in the APG on page 26.

Right now I'm looking for character concepts and background information on said character (it can be as detailed or as vague as you want (From a few lines to a full blown character profile. Just remember the more information I have the more I can make an informed decision about who will eventually join the game).

That's about all I can think of for now, but please feel free to post any particular questions you might have.

Thank you and good luck everyone.


I'd like to throw my hat into the ring.
I'm thinking of a Human (Taldan) Bard (Archaeologist) who has traveled from Taldor to the Stolen Lands to search for ancient ruins and tombs from the Taldan conquest of the area.
Think kind of like an Medieval Indiana Jones (complete with whip) well versed on Arcana, Dungeoneering, History, and Religion.
I'll post a more complete profile later


Good luck to all who were chosen, and who knows maybe some day you'll run across an intrepid adventurer out searching the stolen lands for ancient ruins and monuments to Taldor's former glory.


Okay, so I wasn't digging the last name so I resorted to my old convention of giving my characters the last name of vineyards worldwide and I came up with this.

Marieus Allesverloren

It sounds just pretentious enough to be Taldoran.


I have a name!!!
Nicolo Venzini

(Okay, so it needs some work but I've always gotten a Venetian vibe from Taldor)


My as of yet Unamed Bard:

UNNAMED HERO CR 2
Male Human (Taldan) Bard (Archaeologist) 3
LN Medium Humanoid (Human)
Init +2; Senses Perception +10
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+2 Dex, +1 dodge)
hp 25(3d8+3)
Fort +2, Ref +5, Will +3
Defensive Abilities Trap Sense +1, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike +2 (1d3/20/x2)
Bard (Archaeologist) Spells Known (CL 3, +2 melee touch, +4 ranged touch):
1 (4/day) Comprehend Languages (DC 14), Grease (DC 14), Vanish (DC 14)
0 (at will) Read Magic (DC 13), Detect Magic, Light, Sift
--------------------
STATISTICS
--------------------
Str 11, Dex 14, Con 12, Int 16, Wis 10, Cha 17
Base Atk +2; CMB +2; CMD 15
Feats Bard Weapon Proficiencies, Dodge, Extra Performance, Skill Focus: Perception
Traits Vagabond Child (urban): Disable Device
Skills Appraise +9, Climb +4, Disable Device +12, Escape Artist +7, Knowledge (Arcana) +10, Knowledge (Dungeoneering) +10, Knowledge (History) +10, Knowledge (Local) +9, Knowledge (Nature) +4, Knowledge (Religion) +4, Perception +10, Sleight of Hand +6, Spellcraft +9, Stealth +8, Use Magic Device +9
Languages Common
SQ Archaeologist's Luck +1 (13 rounds/day) (Ex), Bardic Knowledge +1 (Ex), Clever Explorer +1 (Ex)
Other Gear Thieves' tools, masterwork
--------------------
SPECIAL ABILITIES
--------------------
Archaeologist's Luck +1 (13 rounds/day) (Ex) Gain Luck bonus to attack, damage, saves, and all skills.
Bardic Knowledge +1 (Ex) Add + 1 to all knowledge skill checks.
Clever Explorer +1 (Ex) Half time to use disable device.
Trap Sense +1 (Ex) +1 bonus on reflex saves and AC against traps.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.
Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.

Hit points:
1d8 + 1 ⇒ (7) + 1 = 8
1d8 + 1 ⇒ (7) + 1 = 8

Still needs some work to finish up, but enough to get the gist.


Better late than never. I'd like to throw my hat into the ring.
I'm thinking of a Human (Taldan) Bard (Archaeologist ) who has traveled from Taldor to the Stolen Lands to search for ancient ruins and tombs from the Taldan conquest of the area (Yes, I got the idea from reading the Gameplay thread and the haunted monument, excellent idea there Motteditor).
Think kind of like an Medieval Indiana Jones (complete with whip) well versed on Arcana, Dungeoneering, History, and Religion.
I'll post a more complete profile later.


I'm creating a character, a Gnome Sorcerer (Fey), for an upcoming Kingmaker campaign and wanted to run it by the community before I finalize anything. Below is what I have come up with so far. The character is based on a 20-point buy. Take a look at it and tell me what you would change.
Thanks,
AJM

UNNAMED HERO CR 1/2
Male Gnome Sorcerer 1
NG Small Humanoid (Gnome)
Init +0; Senses Low-Light Vision; Perception +2
--------------------
DEFENSE
--------------------
AC 11, touch 11, flat-footed 11. . (+1 size)
hp 12 (1d6+6)
Fort +3, Ref +0, Will +2
Defensive Abilities Defensive Training; Resist Noble Born - Medvyed
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Unarmed Strike +0 (1d2-1/20/x2)
Spell-Like Abilities Dancing Lights (1/day), Ghost Sound (1/day), Prestidigitation (1/day), Speak with Animals (1/day)
Sorcerer Spells Known (CL 1, +0 melee touch, +1 ranged touch):
1 (4/day) Hypnotism (DC 17), Color Spray (DC 16)
0 (at will) Acid Splash, Daze (DC 16), Read Magic (DC 14), Detect Magic
--------------------
STATISTICS
--------------------
Str 8, Dex 10, Con 16, Int 14, Wis 10, Cha 18
Base Atk +0; CMB -2; CMD 8
Feats Eschew Materials, Toughness +3
Traits Dangerously Curious, Noble Born - Medvyed
Skills Bluff +8, Craft (Alchemy) +8, Fly +2, Knowledge (Arcana) +6, Perception +2, Spellcraft +6, Stealth +4, Use Magic Device +9 Modifiers Noble Born - Medvyed
Languages Common, Draconic, Gnome, Goblin, Sylvan
SQ Fey, Gnome Magic, Hatred, Illusion Resistance, Laughing Touch (7/day) (Su)

--------------------
SPECIAL ABILITIES
--------------------
Dancing Lights (1/day) (Sp) With Charisma 11+, cast Dancing Lights once per day.
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant type.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Fey +2 to save DCs from spells of the Compulsion subschool.
Ghost Sound (1/day) (Sp) With Charisma 11+, cast Ghost Sound once per day.
Gnome Magic +1 to the save DC of all illusions spells you cast.
Hatred +1 racial bonus to attacks against humanoids of the reptilian and goblinoid subtypes.
Illusion Resistance +2 racial bonus to saves against illusions.
Laughing Touch (7/day) (Su) Melee touch attack leaves target able to take only move actions.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Noble Born - Medvyed +2 Diplomacy vs. Fey, +1 will save vs. fey spells and supernatural abilities.
Prestidigitation (1/day) (Sp) With Charisma 11+, cast Prestidigitation once per day.
Speak with Animals (1/day) (Sp) Speak with Animals 1/day.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


OK guys. I'm back. Just need some time to catch up with the posts. Between that and catching up with work it might be another day or so before I can start regular postings.


Sorry all, a recent schedule change at work and the recent storms that passed through the Midwest have played havoc on my free time at work. I've barely had time to keep up with the posts let alone sit down and compose a thoughtful post.
Now that things have cleared up I will sit down and take the time to catch up and get something up later today.
Again my apologies.


Davor Mason wrote:


Also, DM is it too late to swap around Davor's wisdom and strength?

No, go ahead.


Caelius Nicos wrote:
Yes, but I believe it is the bandits turn now. This could be bad.

The only bandit capable of spotting you and acting in the Surprise round was Happs and he was taken out before he could do anything. So it's up to you guys to finish off the surprise round.


Seeing as things have changed, can everyone give the FINAL coordinates of where there character will be when the bandits arrive, otherwise I will go with what I have posted above. Once set I can get the party started.


Just a heads up, today is my wife and mine anniversary. I won't be able to update anything after 6:00 CDT tonight until tomorrow morning.


Holbrecht Bastionne wrote:
We haven't rested yet, correct? Will we have time to rest, and subsequently, swap out prepared spells?

Yes, the bandits aren't due until tomorrow morning.


OK, let's see if I got this right.

Agnatha will be hiding on the walkway at V-11
Caelius and Holbrecht will be hiding behind the doors at V-18 and V-13, respectively.
Davor and Ragnor will be hiding in the barn at O-10 and N-10
and Tarith will be in the main house at L-21.
Does that sound about right?


Sorry all, I'm not ignoring you. But right now I am suffering from a major allergy attack and a mother of a sinus headache. I just popped a couple of Benadryl and am headed off to bed. I promise to get to your question first thing in the morning.


Sorry about the delay in posting, but with the Holiday weekend and me working today, yesterday was a family day.

I hope all my American players are having a happy, and safe, Memorial Day.


Example #1:
The party has encountered a group of bandits out in the wild.

Initiative checks:

Initiative:
Agnatha: 1d20 + 7 ⇒ (20) + 7 = 27
Caelius: 1d20 + 2 ⇒ (14) + 2 = 16
Davor: 1d20 + 2 ⇒ (6) + 2 = 8
Holbrecht: 1d20 + 3 ⇒ (20) + 3 = 23
Ragnor: 1d20 + 2 ⇒ (4) + 2 = 6
Tarith: 1d20 + 2 ⇒ (16) + 2 = 18

Bandits: 1d20 + 5 ⇒ (1) + 5 = 6


That's kind of a bad example since EVERYONE beat the bandits initiative. In that case everyone would go in posting order until the bandit's turn, after which I would post a round summary with added flavor text.

Example #2

The party has encountered a pack of wolves led by an Alpha male.

Initiative check:

Initiative:
Agnatha: 1d20 + 7 ⇒ (2) + 7 = 9
Caelius: 1d20 + 2 ⇒ (8) + 2 = 10
Davor: 1d20 + 2 ⇒ (11) + 2 = 13
Holbrecht: 1d20 + 3 ⇒ (16) + 3 = 19
Ragnor: 1d20 + 2 ⇒ (9) + 2 = 11
Tarith: 1d20 + 2 ⇒ (8) + 2 = 10

Alpha wolf: 1d20 + 4 ⇒ (17) + 4 = 21
wolf pack: 1d10 + 2 ⇒ (9) + 2 = 11


Had to fudge the dice a bit to make this work

In this example the Alpha wolf would attack first followed by group #1 consisting of Davor and Holbrecht in posting order.
Ragnor and I would then have to roll off (since we both have the same initiative number and modifier). If Ragnor wins he goes with group #1, the the wolf pack wins Ragnor goes with Group #2.
Group #2 consisting of Agnatha, Caelius, Ragnor (possibly), and Tarith would then follow the wolf pack, in posting order.
Again at the end of the round I would post a summary with appropriate flavor text.

Please tell me that makes sense.


Here's what I was proposing:

I roll for everyones initiative
Adjust initiative scores for individual, then break the results into groups
the first group consists of all characters who have a higher initiative score than the monster(s)/opponent(s), while characters in the remaining groups have a lower initiative than the monster(s)/opponent(s).
Characters in first group react in posting order.
Monster(s)/Opponent(s) act
The remaining characters in the remaining group(s) react in posting order.

Tell me what you think.


Just waiting for Holbrecht to respond IC before advancing the story line

Now that the characters are out of the way, how do you want to handle initiatives? do you want to do individual initiatives or block initiatives? Roll for yourselves or have me roll at the beginning of the action?


@Caelius: Where are you getting the +8 Acrobatics? By my calculations it should be +6 (Class skill 3/ Rank +1/ Dexterity +2). I think you are adding in the +2 non-armored bonus. But on the plus side it looks like you've only spent 11 of your 12 skill points. Other then that it looks good.


Poor Wandering One, if you could re-post Caelius' profile so I could look it over before we get too far that would be appreciated.


Poor Wandering One, if you could re-post Caelius' profile so I could look it over before we get too far that would be appreciated.

And awaay we go!


@ Agnatha: You still have one more ability point to spend, by my calculations you've only spent 19 of your 20 points. Also your AC, Touch AC, Initiative, Reflex save, and all your Dex based skills seem to be off by 1 point.

@ Holbrecht: Your CMD is off 1 point, it should be 13 (10+ 0 Strength+ 3 Dexterity) instead of 14. Other than that it looks good.

@ Tarith: What alignment is Tarith? Your Survival check seems to be off by 1. It should be +6 (3 class skill/ +1 rank/ +2 Wisdom) instead of +7

OK, as soon as Poor Wandering One posts Caelius' profile and I get a chance to review it we'll be ready to go.


Sorry this is taking so long. I'm currently going over everyones characters.

@ Davor Mason: Everything looks good so far.

@ Ragnor Yver: As an Ulfen you receive Skald as a bonus language. You seem to be over by 1 hit point, by my calculations you should have 14 hp's (8 +2 Con +1 Favored Class +3 Toughness).It appears that you haven't applied your Armor check penalty to your skills, also you haven't purchased a Artisan's kit for your Craft: weapon skill (without this you suffer a -2 penalty to your skill check). Lastly, you show a MW longsword as your weapon wielded, and a MW Aldori dueling sword in your equipment, so which one is it?
Edit: Your Swim check should be +0/+1 (+1 Strength/-1 Armor).


Ragnor Yver wrote:
I don't completely agree with the ruling based on the description of the feat but I can go with it. Thank you for clearing it up for me. I will change my Magical Lineage to shocking grasp.

OK, but you won't be able to benefit from the feat until at least 6th level.


PRD wrote:
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.

Since the damage dealt by Ray of Frost does not increase with caster level I would say it is ineligible for this feat.


Davor Mason wrote:
Holbrecht Bastionne wrote:


What are your speech preferences? Bold or just quotations? Are you able to make the text smaller and smaller or just the one time? I tried embedding the codes but it didn't work.
Not speaking for the DM, but I personally find bold with quotations much easier for people to notice when you're talking or if your character is having a inner monolog. Highlights to the players and DM what is actually being heard so there won't be a mix up. I also put inner monolog in italics.

This is normally the way I do it and it would make it easier for me and others to follow along.


You can keep the trait, it won't make that big a difference. Perhaps you and Ragnor trained together before you left the training school.


If everyone could post their characters in the OoC thread

Here

I will look them over and post comments and questions.


Will the following Players/Characters please report to Lord Mayor Ioseph Sellemius' residence to receive their charters:

Agnatha Razumikhin
Caelius Nicos
Davor Mason
Holbrecht Bastionne
Ragnor Yver
Tarith Ordin

I had a hard time deciding between everyone and decided to go with six instead of five to give more people a chance to play. If/when anyone drops I will come here first looking for replacements before opening up a general recruitment thread.

The OoC thread can be found Here

Thank you all for your interest.


Welcome everyone.

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