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Connor McGinnis's page
Pathfinder Society Member. 296 posts (404 including aliases). 1 review. No lists. No wishlists. 5 Pathfinder Society characters. 6 aliases.
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My brother has it, so I know somewhat how he would act. It would be interesting, to say the least.
No. Sorry. We're done taking new players.
Posting campaign thread now.
Malcolm Cavendish - Human Paladin
Rishin Tallowspire - Halfling Cleric
Link The Dark - Half -Elf Ninja
Halkale - Human Ranger
Isabel Vitteri - Human Witch
Arkas Stone - Human Wizard
Those are our characters. We're done accepting new ones now. As previously stated, the campaign starts Saturday night.
Game Type: Play-By-Post
Players: Minimum of 3 (I will not be playing as another character), Maximum of 5
Posting Requirements: 1 post per day min, 2 per day max (3 during combat)
20 point buy system
Level 3 characters
200 Starting Gold
Max of 18 on any one stat
Min of 7 on any one stat
Classes: Bard, Cleric, Fighter, Paladin, Rogue, Ranger/Spell-Less Ranger, Wizard, Sorcerer
Races: Aasimar, Human, Elf, Dwarf, Half-Elf, Halfling, Gnome
Adventure Length: Short to Medium, depending on what the group does once in the city.
Style: Homebrew Play-by-Post
Players: Min of 3 (I will not be playing as a character), Max of 5
Posting frequency: Min of 1 post per day, max of 2 (or 3 during combat)
20 point buy system
2nd level characters
175 GP Starting gold
Classes: Barbarian (1 extra round of rage per battle), Bard (1 extra round of inspire courage per battle), Cleric (gets free wand of cure light wounds with 5 charges), Fighter (free shortsword), Ranger/Spell-Less Ranger (free shortbow), Rogue (free hand crossbow) Wizard (1 extra free level 0 spell)
Races: Aasimar, Human, Half-Elf, Half-Orc, Dwarf, Halfling
Archetypes from Ultimate Combat are allowed, but not from Ultimate Magic or any other source.
3 Traits - No PFS Faction traits allowed
Regular number of feats
Typical Enemies: Goblins, Humans, Dwarves
Where: Mostly Underground

Tirus Tulkas
Male Human (Shoanti) Ranger (Wild Stalker) 1
NG Medium Humanoid (human)
Init +4; Senses low-light vision; Perception +6
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Defense
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AC 15, touch 12, flat-footed 13 (+2 armor, +1 shield, +2 Dex)
hp 11 (1d10+1)
Fort +3, Ref +4, Will +1
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Offense
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Speed 30 ft.
Melee Longspear +3 (1d8+3/x3)
Ranged Sling +3 (1d4+2/x2)
Ranger (Wild Stalker) Spells Prepared (CL 0):
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Statistics
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Str 14, Dex 14, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 15
Feats Point Blank Shot, Precise Shot
Traits Reactionary
Skills Acrobatics +1, Climb +5, Escape Artist +1, Fly +1, Heal +5, Intimidate +3, Perception +6, Profession (trapper) +5, Ride +5, Stealth +7, Survival +5 (+6 to track), Swim +5
Languages Common, Shoanti
SQ track, wild empathy
Other Gear Lamellar cuirass, Buckler, Longspear, Sling, You have no money!
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Special Abilities
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Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Track +1 +1 to survival checks to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Tirus is an immigrant who lived in this town since he was only five years old. He learned to hunt at an early age, and became a skilled trapper. The weapons he carries are purely for self defense against larger game (bears, deer, wolves, and elk) His parents died in an accident concerning an out of control carriage. He had lived alone then since age 15, counting on his trapping skills to help him earn his coin and stay in the small town.
He is of a fairly muscular build, but not enough to be "ripped". He dresses in a simple black cloak and uses his long spear as a hiking stick. He has short brown hair and brown eyes with weathered skin and a rough beard going halfway down the front of his neck.
Sorry about the wait, Ikkath. I can tell you're trying to keep things moving, but this is just taking too long for me to want to continue. As of right now i'm comfortable saying that this campaign is closed. Once again, sorry. The progression just isn't there.
You gather that the people working here are a bit scared by the stories, but haven't really seen anything that would actually make them believe those stories.
Yes.
Deck can see numerous tracks with different size footprints going this way and that, but none are fresh. Neither are able to spot anyone lurking on the perimeter, but both probably guess some of these tracks have been made to look old.
This place is in no immediate danger, it seems. So why then, have you really been called out?
"Your lookin' at 'em!", the old man replies in his frail voice (however he doesn't appear to be sick or anything).
He has a thin and tight white beard, blue eyes, is bald, short, and has a slight stoop when he stands. It looks like it would be extremely uncomfortable to look up at everyone with his hunchbacked pose, but the man moves easily, if slowly. He uses a short cane ending in a sharp point, looking more for and poking logs in fires than walking.
"Ye can start by patrolling the area ta' keep wild men away.", he continues.
He takes a rolled up sack off of his shoulder and unrolls it on the ground. It holds two crude wooden spears for each party member. (fragile, range 20 feet when thrown, Piercing, 1d6 damage - str mod doesn't apply to damage when using weapon unless a confirmed crit is applied - crit 18-20/X 3
"No. We where expecting no more workers or supplies to come, and we've had no trouble of any kind. Who did you receive this information from, friends?", the old man asks honestly.
And you do find it. There are a few scattered people around, working on houses and such. What do you do once reaching the settlement?
That's ok. Thanks for putting me in there in the first place. I was out for a while there, so I don't blame you if you had a line of people waiting on me. Sorry to be an inconvenience!

Deck Vogelsang wrote: Couple questions before we get where we're going:
Who are we meeting anyway?
Do we know how far along the construction is?
Was there a previous security team that we are replacing or are we the first guards they hired?
If there was a previous team, what happened to them?
If we're the first team, why did they decide to hire us now?
Should I make knowledge rolls for any of those?
Will Batman and the Boy Wonder be able to escape the clutches of Mr. Freeze?
Is it still funny to end a long list of questions with a Soap reference?
How long can I keep this up before someone tries to punch me through the internet?
You'll be meeting one of the officials at the building site when you get there. The construction is about two thirds complete, which means that most of the outsides of the buildings are complete. There was no previous team, and you're the first guards being hired. You don't know why they decided to hire you so late. You need not make knowledge rolls for anything. I think the dynamic duo was caught and frozen, and I wish I could punch you through the internet for thinking they could make it without Alfred.
Sorry I took so long to respond, but i'm not as active on the computer over the weekend, and I've not had the time for it after the weekend. Hope this doesn't present a problem in the speed the campaign is traveling at. Your a fairly good ways through it, being the straight-forward, no optional objective/detour route you're on. 'Tis a short adventure anyways.
Dotting for interest.
If my math is right we have four characters ready now.
Pregen, Jamie
Borenor Warrick (Cleric), Myself
Sahar Hasna (Barb/Witch), Zizazat
Desmond Aesculus (Ranger)
We need two more characters, preferably some sort of rogue or something along those lines since we have a healing tank, spellcaster/barbarian, and an archer ranger
Moria knows all the local legends and hubub about this forest, where it's at, ect.
She doesn't see anything out of the ordinary.
Missed that part. Thanks. I'll try it out next time Pwent talks
I like the way you're thinking about how there are limitations to what an evil character should be able to do (especially the chaotic stupid part, which i've seen plenty of). I'd run something like this, but eventually it'd become something that would repeat itself and have no point. There's only so much you can do with evil characters. Why would they bother to help a town in need? Wouldn't they let a man die instead of trying to get him to a doctor?
Sure you'd come up with devious plans to sack cities, and eventually rule the world and such, but what then? There would be no definitive ending.
Don't mean to turn you from your fun, but, in the long term, I don't see why someone would run an evil campaign.
Deck is able to get a fairly good grasp on where the building site is at, and Ikkath keeps a careful eye out toward the many shadows cast by the trees, but you see no evidence to show that the forest is haunted, besides the scary sight of bones and cobwebs.
GM Mike Tuholski wrote: Ok, so far we've got:
Jamie playing a pregen
Conner playing Borenor Warrick - cleric
Zizazat playing Sahar Hasna - Barbarian/Witch
Conner - who is your patron deity?
Erastil (God of family, farming, and hunting, favored weapon longbow)
And thats Connor with an "or", not an "er". Sorry. It's just a pet peeve of mine when people spell my name wrong. Wanted to point it out early is all.

Viluki: After a long internal debate I have to be straightforward. Please don't hold anything I say against you personally, but i'd really appreciate if you heard it all.
I know you're just trying to be helpful, and I understand that, but I feel my position as GM/DM is being threatened. I feel you're trying to take over by giving characters the personality you want and not waiting for me to give you a response as they should have. You're automatically assuming backstories for them, as well as trying to message me continually with character ideas in a way that I cannot object to them. These will automatically make yours an unbelievable one, with powers that he should not ever be able to get a hold of. Lastly, i'm ok with dark characters, but you're making your character so borderline evil, I don't feel comfortable running a campaign with him in it. Sorry.
Everyone:The campaign is being pulled so far off track by various events that I cannot even begin to hope to bring it back to a common ground. Therefore, though it pains me to say this, I have no choice but to abandon it. AS OF RIGHT NOW THIS CAMPAIGN IS PERMANENTLY CLOSED!
Good luck in your other ones, and sorry it had to end so soon.
Best wishes!
Connor McGinnis
You all take turns watching and sleeping with no intrusions this night, but that doesn't garuntee anything for future nights within the forest itself.

Every party needs a healer! (And he's a great attacker at a distance!)
I'll start posting as him when the scenario actually starts.
Borenor Warrick
Male Human (Keleshite) Cleric (Crusader) 4
LN Medium Humanoid (human)
Init +5; Senses Perception +2
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Defense
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AC 19, touch 13, flat-footed 16 (+4 armor, +2 shield, +3 Dex)
hp 27 (4d8+4)
Fort +5, Ref +4, Will +6
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Offense
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Speed 30 ft.
Melee (L) Heavy mace +4 (2d6+4/x2)
Ranged Longbow, Comp. (Str +3) +6 (1d8+3/x3)
Spell-Like Abilities Calming Touch (5/day)
Cleric (Crusader) Spells Prepared (CL 4):
2 (2/day) Sound Burst (DC 14), Shield Other, Restoration, Lesser
1 (3/day) Command (DC 13), Bless, Entropic Shield, Sanctuary (DC 13)
0 (at will) Light, Detect Magic, Mending
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Statistics
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Str 16, Dex 16, Con 13, Int 10, Wis 14, Cha 10
Base Atk +3; CMB +6; CMD 19
Feats Point Blank Shot, Precise Shot, Rapid Shot, Shield Focus
Traits Reactionary, Vindictive
Skills Acrobatics +0, Appraise +4, Climb +2, Diplomacy +6, Escape Artist +0, Fly +0, Heal +6, Knowledge (arcana) +4, Knowledge (history) +4, Knowledge (nobility) +4, Knowledge (planes) +4, Knowledge (religion) +4, Ride +0, Sense Motive +8, Spellcraft +4, Stealth +0, Swim +0, Use Magic Device +2
Languages Common, Kelish
SQ aura, cleric channel positive energy 2d6 (3/day) (dc 12), domains (community), spontaneous casting
Combat Gear Wand of cure light wounds; Other Gear Lamellar (leather) armor, Buckler, Heavy mace, Longbow, Comp. (Str +3), Climber's kit, Silk rope
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Special Abilities
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Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Calming Touch (5/day) (Sp) Heal 1d6+2 nonlethal damage and cure conditions by touch.
Cleric (Crusader) Domain (Community) Granted Powers: Your touch can heal wounds, and your presence instills unity and strengthens emotional bonds.
Cleric Channel Positive Energy 2d6 (3/day) (DC 12) (Su) A good cleric can channel positive energy to heal the living and injure the undead; an evil cleric can channel negative energy to injure the living and heal the undead.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into combat.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Shield Focus +1 Shield AC
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.
Vindictive +1 damage against an adjacent opponent who damaged you in the previous round.
You reach the outskirts of the forest. The light from earlier today is beginning to fail as it gets closer to night time. The trees are dense, thick, and dangerously close together. Dust and dirt line a barely noticeable path through the forest and cobwebs hang from trees and join them at different sections. A skeleton is clearly visible just outside the forest perimeter, a clear warning to those who would enter that past this point you where on your own.
Are you continuing on then?
You don't know anything but the rumors of it being haunted with a roll like that.
Looks like you guys are leaving. I'll give you a bit more time for roleplay as you exit the safety of the town borders. The sword sells for 50 gp.
The constant and brutal assault by the party takes down al three remaining Crusaders. Seeing that he has no backup, Trius takes two five foot steps, landing him at B4, the disappears in a cloud of smoke.
The corpse has a holy symbol of Gorum, chainmail, a greatsword, sling, light crossbow, and 5 daggers, as well as 20 gp.
Good. You took care of a pretty big threat in much shorter time then expected, bypassing a hard and long encounter by instant-killing the boss. Now it's really up to the players how slowly they want to get on with the forest watch. You can do whatever you want for a bit proceeding, or you can just head right up there. It's all on you guys.
That would end up 3 points of acid damage, no atk roll needed, 1d3 dam (1d6 divided by 2 rounded down minimum 1 dam).
The acid hit the Crusader right in the face, even as he moved to turn away. It burned the lower right side of his face and he cried out in sheer agony as the acid melted skin away.
I need to know what you rolled to attack and how much damage you did, Malice.
Etienne's attack penetrated the chainmail of the Crusader, and it hurt, but it didn't even come close to putting him down. You're up first, so now it's your actual attack.
Small chain links fly away as two fist sized splotches of blood sprout from Trius's stomach area.
He falls against the bartable crying out in surprise and pain. His vision grows fuzzy and he picks himself up, only to slump down again, sitting on the floor wit his back resting on the side of the one-piece table. Blood dribbles from one corner of his mouth as he groans, then gasps and stops breathing all together. (That was exactly what you needed to put him down. Don't underestimate yourself. That was like something straight out of a movie!)
All crusaders left are left dumbfounded and astonished at the spectacle they had just witnessed. They fled in terror, fearing the rest of the party to be as outstanding as the one holding the musket.

Trius moves to D3. The grease spell fires off and now covers squares C2-3 AND D2-3. He makes his save to avoid falling.
Seeing Rufon draw his weapon, "All bets are off!", he yells, unsheathing his greatsword to defend his subordinate.
Attack vs Rufon: 1d20 + 2 => (7) + 2 = 9 MISS!
Because he was so eager to decapitate the off-balanced druid Trius threw all his power into his swing, and (partially because of the grease) could barely recover from the tremendous miss in time to ready himself for any incoming attacks.
The cocky Crusader smirks as Rufon pulls his club back to block the incoming swing.
Attack vs Rufon (Crusader #1): 1d20 + 5 => (14) + 5 = 18 HIT!
Damage: 1d8 + 4 => (2) + 4 = 6 damage.
His heavy mace gets just inside the druid's guard, enough for a decent hit, though not the best because of the angle at which the mace came in.
Crusader #2 (the one originally at the door with the longsword moves to G5 and slashes at Sylas.
Attack: 1d20 + 3 => (11) +3 = 14 MISS!
He thinks he has a clear shot, but the man whirled around to block at the last second.
Crusader #3 (originally at E1) 5-foot steps to D2, but slips as soon as his foot hits the grease all over the floor. He falls in it and wisely decides against attacking while on the ground.
I'm fairly sure that's an AOO for Rufon, so go ahead and make it.
Finally Sylas starts up inspire courage to bolster his allies.
Everyone tell me what you're doing for round 2.
You're actually within 15 feet of him at the most.
The room is 25 feet (5 five ft sq) wide by 50 (10 five ft sq) feet long.
A1: EMPTY
A2: KITCHEN DOOR/BARTENDER
A3: EMPTY
A4: DOOR LEADING UPSTAIRS
A5: EMPTY
B1-B3: BARTABLE
B4-B5: EMPTY
C1: EMPTY
C2: TRIUS (CRUSADER SERGEANT)
C3-C5: EMPTY
D1-D3: EMPTY
D4: DECK
D5: EMPTY
E1: CRUSADER
E2: TABLE
E3: KRYD
E4: TABLE
E5: IKKATH
F1: FIREPLACE
F2: CRUSADER
F3: EMPTY
F4: MORIA
F5: EMPTY
G1-G5: EMPTY
H1: EMPTY
H2: TABLE
H3: EMPTY
H4: TABLE
H5: EMPTY
I1-I5: EMPTY
J1-J2: EMPTY
J3: MAIN ENTRANCE
J4: CRUSADER
J5: EMPTY
Trius is unaffected by the charm person spell and still stands his ground.
Trius snarls again, casting Entropic Shield on himself, but keeping his position at the bartable.
Rufon can make is move and attack now. I'll need to know who he's attacking before Malice casts grease on Trius.
Trius (The Leader) stands his ground saying, "I don't think so."
He's hardly intimidated by what's standing in front of him. He slightly lowers his crossbow, and begins to set his hand on the hilt of his greatsword.
Deck: That would be accurate, except no one is brave enough to challenge their "authority". He merely snarls at the demand for evidence.
Kryd: He is hit by the charm person and seems slightly more friendly.
Moria: I'd try a ranged attack to see if that would catch the man off guard so he might misfire and not hit the bartender. Then you should go in with your sword.
Just waiting to see what Lethe is going to do before we move on.

Guys, get your graph paper ready. I had no way to put my grid with names up on the post, so i'll try to make this as simple as possible. Two squares by two squares is a good sized five foot square for graph paper. I'd suggest using initials for names, doors, and such.
The room is 25 feet (5 five ft sq) wide by 50 (10 five ft sq) feet long.
A1: EMPTY
A2: KITCHEN DOOR/BARTENDER
A3: EMPTY
A4: DOOR LEADING UPSTAIRS
A5: EMPTY
B1-B3: BARTABLE
B4-B5: EMPTY
C1: EMPTY
C2: TRIUS (CRUSADER SERGEANT)
C3-C5: EMPTY
D1-D3: EMPTY
D4: MALICE
D5: EMPTY
E1: CRUSADER
E2: TABLE
E3: RUFON
E4: TABLE
E5: LETHE
F1: FIREPLACE
F2: CRUSADER
F3: EMPTY
F4: ETIENNE
F5: SYLAS
G1-G5: EMPTY
H1: EMPTY
H2: TABLE
H3: EMPTY
H4: TABLE
H5: EMPTY
I1-I5: EMPTY
J1-J2: EMPTY
J3: MAIN ENTRANCE
J4: CRUSADER
J5: EMPTY
ETIENNE IS 1ST, THEN TRIUS. YOU CAN FIGURE IT OUT FROM THERE. THE CRUSADERS GOT A 5 ON THEIR ROLL, SO IF SOMEONE COULD PROCURE A LIST OF WHO GOES WHEN THAT WOULD BE GREAT. YOU DO NOT HAVE TO WAIT FOR YOUR TURN TO COME AROUND. KEEP TELLING ME WHAT YOU AE GOING TO DO, AND IF YOU MOVE AND AN ENEMY MOVES, I'LL FIX YOUR DECISION ON WHERE TO MOVE FOR YOU, JUST TAKING YOUR ROLLS YOU ALREADY MADE INTO ACCOUNT..
The Crusaders or "Holy Men" are knights who believe themselves to be fighting in the name of their particular god. They come with an array of weapons, but usually have something identical or related to their diety's favored weapon.
They think of themselves as the "true law" in a town, and so act as such. Their leaders typically falsely accuse individuals in order to throw them in jail and make themselves look good to their comrades, as this man is probably doing.
"Smuggling of various sorts, theft, and one count of murder against one of my own crusaders.", the man half snarles, "Is that good enough for ya'?"
The leader slowly steps right up into the gunslinger's face.
"The problem's been stated clearly enough.", he says in a dangerously low voice,"Are you planning to defend this man?", he glares at all of you in turn. The leader then strides back to where he was earlier. He takes out a light crossbow at points it at the bartender's head from across the counter.
"Are you?!", he asks, in a louder voice this time.
Trius's Initiative: 21
We can begin whenever you're ready.

The rambling and introductions cease as four men in full chainmail bearing the holy symbol of Gorum (god of battle) enter. One remains near the door and rests against the wall, one hand placed on the hilt of his longsword, one in a buckler, his eyes constantly scanning the room for signs of disturbance. Two more go and sit at a table two to the party's left. Both have a heavy steel shield strapped to their back and heavy maces dangling at their belts.The last, the obviously arrogant leader of these men, strides up to the bartender and demands something. The bartender seems to beg the man not to do something. The holy man roughly grabbed the bartender's shirt collar and heaves him over the counter and on to the floor.
The man turns angrily on the patrons of the bar. "This place is condemned!", he cries,"The man in charge here will not come out to see me personally to stand up to the charges we place against him. Therefore they must be true charges! Anyone who thinks differently, step forward and answer to the true law of this town!
Sorry for the lull, guys. I'm waiting on Viluki to roll initiative, and he can't find a d20, or a program to roll one online.
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