Darkmoon Adventures PbP- Anyone Interested?


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I would like to try my hand at DMing. Can I interest anyone in a sandbox-style, 1 or 2-post-per-day PbP campaign set in Darkmoon Vale? I would plunder some of the Pathfinder Modules which take place in that setting, among other things. I do not expect to be ready to start until at least three weeks from now, but by opening this thread early I hope to get a reading of player interest and perhaps exchange some ideas in anticipation of an adventure.

The adventure will begin in the gritty lumber town of Falcon's Hollow, nestled in the mountainous, forested and temperate wilderness of Darkmoon Vale on Andoran's northwest frontier . The campaign will probably follow paths suggested in the published Pathfinder modules - but who knows where the characters will take it?

It should be noted that with this campaign I will take my first crack at DM'ing in many years (I once DM'd a Warhammer Fantasy Campaign - a long time ago.) I'll probably start cranking out cliche's, exploring familiar territory and following published material early on - just to get my feet wet. (I'm just letting you know in case you consider yourself an experienced gamer and seek something on the cutting edge).

I shall provide some further information to help prospective players come up with more detailed character concepts at a later time. To begin I would ask that anyone interested roll their stats and announce the character class they would like to play. I would welcome a one-line description of your character idea....but you will have more time to think about concepts later. I require nothing detailed at this time.

Here is how it will work.

1. Roll stats for a level 1 character. 4d6 - drop 1.

2. Calculate the point value of the character you rolled...using the standard point buy values from the PFSRD. Include this in your post.

3. Select the character's Race (core only)and class (APG classes welcome.)

4. Once I have a good list of submissions I will calculate a median point value and announce it on this thread. When the time comes to submit a character concept you will have the opportunity to choose between the stats you rolled (allocated to the abilities of your choice) or of building a character using the listed median point value as the point buy target.

eg.
4d6 ⇒ (4, 5, 3, 6) = 18 drop 1 = 12
4d6 ⇒ (1, 3, 6, 1) = 11 drop 1 = 17
4d6 ⇒ (1, 1, 2, 4) = 8 drop 1 = 14
4d6 ⇒ (3, 1, 3, 3) = 10 drop 1 = 12
4d6 ⇒ (4, 2, 2, 1) = 9 drop 1 = 13
4d6 ⇒ (2, 1, 4, 2) = 9 drop 1 = 12

Point buy = 01+13+05+01+02+01 = 23

5. Starting wealth will be determined in a similar random/average way.

6. Characters will begin with 2 Traits subject to DM approval.

I would also like to know what you think about the ability generation scheme I am proposing. Any questions or suggestions? The idea is to allow the variation that comes from rolling ...while still allowing characters with poor rolls to opt for a build which approaches the average level of the party.

Thanks for your interest.


Pathfinder Adventure Path Subscriber

Count me as interested. Hope all's well in 3 weeks time.


I'd be interested. I'd consider playing a summoner, most likely human, but not completely sure.

Stats:
4d6 ⇒ (6, 6, 5, 1) = 18 = 17
4d6 ⇒ (1, 6, 1, 3) = 11 = 10
4d6 ⇒ (3, 2, 5, 2) = 12 = 10
4d6 ⇒ (4, 2, 5, 5) = 16 = 14
4d6 ⇒ (5, 5, 5, 6) = 21 = 16
4d6 ⇒ (4, 4, 4, 2) = 14 = 12

Point Buy Total = 30

Shadow Lodge

I'm in! I'm floating an idea for a human Oracle/Barbarian. I'd probably start as an Oracle, I think.

Stats:

4d6 ⇒ (1, 5, 2, 6) = 14 = 13
4d6 ⇒ (5, 5, 1, 1) = 12 = 11
4d6 ⇒ (3, 3, 1, 2) = 9 = 8
4d6 ⇒ (5, 4, 5, 2) = 16 = 14
4d6 ⇒ (1, 5, 6, 1) = 13 = 12
4d6 ⇒ (6, 2, 1, 6) = 15 = 14

Point-Buy Total: 14.


Rather interested, myself. The generation system seems like a great idea, though you might also want to try the Dice Pool generation system instead of the 4d6 drop 1. This would allow for a great deal of variation, and the point buy option would help people with really bad rolls.

Human (possibly Elf instead) Female Wizard

4d6 ⇒ (2, 3, 6, 4) = 15 drop 1 = 13 3p
4d6 ⇒ (4, 4, 6, 6) = 20 drop 1 = 16 10p
4d6 ⇒ (6, 1, 6, 2) = 15 drop 1 = 14 5p
4d6 ⇒ (5, 4, 3, 2) = 14 drop 1 = 12 2p
4d6 ⇒ (4, 4, 1, 4) = 13 drop 1 = 12 2p
4d6 ⇒ (4, 4, 3, 1) = 12 drop 1 = 11 1p

23 points.

As an example of my idea above, using 28 dice, which is noted to have similar results to the 4 drop one method if I'm reading it right:

Str 3d6 ⇒ (5, 6, 5) = 16 =16 10p
Dex 5d6 ⇒ (1, 5, 5, 5, 5) = 21 =15 7p
Con 5d6 ⇒ (6, 4, 3, 3, 2) = 18 =13 3p
Int 7d6 ⇒ (6, 2, 1, 2, 5, 3, 5) = 24 =16 10p
Wis 3d6 ⇒ (5, 3, 3) = 11 =11 1p
Cha 5d6 ⇒ (5, 2, 1, 4, 5) = 17 =14 5p

36 points.

Well, I guess I read it wrong and the standard 24 dice is the one that's the equivalent of 4d6 drop one.


Pathfinder Adventure Path Subscriber

Sorry that I did'nt comment on the proposed ability generation scheme. I figure it is complicating matters to get a set of randomized die rolls and averaging them back, as in the end it is to get every player on an almost same footing.

If the intention is to get either average or above average choices of die rolls for the players then it is easier to set a base point buy, say 20 and a roll adds extra points for stat buying, say a 1d10.


That's actually a brilliant idea.

Take 20 base points, have every player roll a 1d10 and average the rolled results out. That way a single unlucky roll is evened out and no one gets a huge lead over the others, either, but each roll still affects the character(s).

Grand Lodge

Sounds good! I'd like to play a male half-elf ranger (or possibly fighter).

Stats:

4d6 ⇒ (3, 1, 4, 6) = 14 drop one = 13 (3 p)
4d6 ⇒ (3, 6, 5, 6) = 20 drop one = 17 (13 p)
4d6 ⇒ (3, 5, 4, 6) = 18 drop one = 15 (7 p)
4d6 ⇒ (3, 4, 6, 3) = 16 drop one = 13 (3 p)
4d6 ⇒ (3, 5, 6, 6) = 20 drop one = 17 (13 p)
4d6 ⇒ (5, 4, 1, 5) = 15 drop one = 14 (5 p)

Point buy total = 44 (yow)


Half-Orc Bear Shaman

4d6 ⇒ (6, 2, 6, 1) = 15 {14}
4d6 ⇒ (4, 4, 3, 3) = 14 {11}
4d6 ⇒ (5, 2, 4, 5) = 16 {14}
4d6 ⇒ (3, 5, 2, 5) = 15 {13}
4d6 ⇒ (2, 5, 3, 6) = 16 {14}
4d6 ⇒ (2, 4, 5, 3) = 14 {12}

Point Total: 22


With that abysmal result, we probably ought to let PsionicFox roll a second time, assuming we're all in on a first-come-first-serve basis.


Half-Orc Witch

4d6 ⇒ (3, 5, 2, 1) = 11{10}
4d6 ⇒ (3, 6, 1, 1) = 11{10}
4d6 ⇒ (4, 6, 6, 6) = 22{18}
4d6 ⇒ (1, 2, 4, 5) = 12{11}
4d6 ⇒ (5, 4, 3, 5) = 17{14}
4d6 ⇒ (6, 4, 3, 2) = 15{13}

Point Total: 26


Male Human Ranger, Beastmaster Archetype

4d6 ⇒ (4, 6, 5, 1) = 16 - 1 = 15 (7)
4d6 ⇒ (6, 2, 4, 1) = 13 - 1 = 12 (2)
4d6 ⇒ (2, 4, 4, 4) = 14 - 2 = 12 (2)
4d6 ⇒ (5, 3, 1, 2) = 11 - 1 = 10 (0)
4d6 ⇒ (4, 5, 3, 5) = 17 - 3 = 14 (5)
4d6 ⇒ (6, 2, 2, 1) = 11 - 1 = 11 (1)

17 points

*ugh*

-- david
Papa.DRB


gnome alchemist

4d6 1,5,5,6 16 - 10 pt
4d6 2,3,3,6 12 - 2 pt
4d6 2,3,3,6 12 - 2 pt
4d6 2,3,5,5 13 - 3 pt
4d6 2,4,5,6 15 - 7 pt
4d6 3,3,3,6 15 - 7 pt
total 41 pt

I don't know how to do the fancy colors, sorry.


If you haven't already figured out, I have not done pbp before so I would appreciate any help available on how you get those cool effects.


sunshadow21 wrote:
If you haven't already figured out, I have not done pbp before so I would appreciate any help available on how you get those cool effects.

Under the window in which you type your text is a button 'BBCode tags you can use:' . Hit Show. Instruction for the special effects are in there.

Hitting 'reply' to a post with an effect you are interested in can also be instructive.


how do you get the 4d6 to drop the lowest one? I can get 4d6 ⇒ (5, 5, 6, 5) = 21 but don't know how to get it to drop one of them in the final number.

edit: nvm, I see none of the above ones did what I thought they had done.

4d6 ⇒ (5, 3, 2, 2) = 12{10, 0 pt}
4d6 ⇒ (3, 5, 2, 3) = 13{11, 1 pt}
4d6 ⇒ (3, 3, 3, 4) = 13{10, 0 pt)
4d6 ⇒ (2, 3, 1, 1) = 7{6, -? pt}
4d6 ⇒ (5, 4, 6, 4) = 19(15, 7 pt}
4d6 ⇒ (3, 1, 5, 1) = 10{9, -1 pt)

just in case the above numbers aren't trusted.


The drop lowest part was done manually.


Thanks for rolling, folks. I shall make my calculations and request submissions right after Christmas. I already see some "flaws" with the ability generation scheme I proposed, however I shall stick to to the method I suggested and count everyon'es first roll. (too late to go back now). I'm sure it will all work out in the end.

Players who roll exceptionally well might end up choosing the average point buy as well. Or not. Just choose whatever you think will be most interesting or fun for your character...when the time comes.

After Christmas - when I present the optional point buy - I shall provide a brief guide with a few optional suggestions for player backgrounds in the Darkmoon region.

I see some folks here are new to the PbP experience. That's great. Welcome aboard.

Keep 'em rolling! Thanks and Merry Christmas...holiday...whatever you celebrate!


Half elf rogue of some kind.
4d6 ⇒ (5, 3, 6, 3) = 17-1 = 14(5)
4d6 ⇒ (2, 1, 3, 6) = 12-1 = 11(1)
4d6 ⇒ (1, 4, 1, 6) = 12-1 = 11(1)
4d6 ⇒ (6, 3, 4, 2) = 15-1 = 13(3)
4d6 ⇒ (6, 2, 1, 3) = 12-1 = 11(1)
4d6 ⇒ (2, 6, 6, 4) = 18-1 = 16(10)
total = 21

RPG Superstar 2014 Top 16

A human Andoran Wizard/Fighter. Probably a city-slicking Eagle Knight from Almas, saddled by his commanding officers with sentry duties in the "backwater" logging community of Faclon's Hollow.

4d6 ⇒ (1, 6, 3, 1) = 11 drop 1 = 10 (+0)
4d6 ⇒ (5, 4, 2, 2) = 13 drop 2 = 11 (+1)
4d6 ⇒ (2, 2, 1, 2) = 7 drop 1 = 6 (-?)
4d6 ⇒ (4, 5, 3, 6) = 18 drop 3 = 15 (+7)
4d6 ⇒ (4, 4, 5, 1) = 14 drop 1 = 13 (+3)
4d6 ⇒ (3, 2, 4, 2) = 11 drop 2 = 9 (-1)

Total: 10 - ?

Wow, that's low ... *cringe*


Edziza,

Given the wide range, and in some cases exceedingly low scores, would you prefer to just assign a point value? I imagine that those of us that managed to get high ability scores would be willing to take a lesser amount in order to fill out a reasonable party.


If those with high stats can come up with concepts that end up supporting the party as a whole, the differences shouldn't be a problem. It only really becomes a problem if someone uses them to create characters that just don't mesh well with everybody else. That being said, I would be willing to work with just about any numbers ultimately decided upon. I do tend to make MAD characters so I would prefer them high enough to leave some room for playing around with concepts that pop into my head.


Halfling Cavalier
4d6 - 1 ⇒ (3, 1, 3, 3) - 1 = 9 (-1)
4d6 - 1 ⇒ (1, 2, 4, 3) - 1 = 9 (-1)
4d6 - 1 ⇒ (3, 4, 3, 1) - 1 = 10 (+0)
4d6 - 1 ⇒ (2, 1, 1, 2) - 1 = 5 (-7?)
4d6 - 1 ⇒ (1, 2, 5, 1) - 1 = 8 (-2)
4d6 - 2 ⇒ (5, 5, 5, 2) - 2 = 15 (+7)

Point Total = -4

lol..... I rolled so bad I have surplus points to spend! Not really... Yeah I will have to put my highest roll into dex... apparently I will be the first archer cavalier! xD

Just playing with the dice roller, lets see if I can get LOWER rolls!:

4d6 ⇒ (5, 3, 4, 2) = 14
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (6, 1, 1, 5) = 13
4d6 ⇒ (6, 3, 5, 1) = 15
4d6 ⇒ (6, 5, 1, 3) = 15

4d6 ⇒ (1, 5, 3, 3) = 12
4d6 ⇒ (3, 3, 2, 3) = 11
4d6 ⇒ (2, 1, 6, 5) = 14
4d6 ⇒ (4, 6, 4, 3) = 17
4d6 ⇒ (6, 6, 1, 1) = 14
4d6 ⇒ (2, 1, 6, 1) = 10

Grand Lodge

Stop! The stats just keep getting worse; I think we're breaking the dice roller! :) Plus it's dragging down the median point buy value.

As someone with really high rolls, I echo sunshadow21's point that it's not a huge issue - the GM is building in an alternative for those with low rolls. I'm not a min-maxer. But I too am fine to whatever is decided.


Looking at all those really horrible rolls that some people did, I'm beginning to wonder if 3d6 reroll 1s isn't really a preferable alternative to 4d6 drop lowest.


I'm possibly interested in starting a new game, but I have to confess my ignorance of your stat method - I really don't understand what you fellers are doing. Drop 1, add 2, drop 3...math is not my strong point. Any help? :)

Liberty's Edge

Start with race and class~

Race: Halfling Class: Cavalier

Then roll 4d6 and drop the lowest dice roll
like this~

4d6 ⇒ (5, 5, 6, 1) = 17-1 = 16 (1 was the lowest so you drop it and the dice roll was 16 instead. (Point Value = 10
4d6 ⇒ (4, 4, 2, 2) = 12-2 = 10 (Point Value = 0)
4d6 ⇒ (4, 5, 5, 3) = 17-3 = 14 (Point Value = 5)
4d6 ⇒ (2, 1, 1, 4) = 8-1 = 7 (Point Value = -4)
4d6 ⇒ (3, 4, 2, 4) = 13-2 = 11 (Point Value = 1)
4d6 ⇒ (4, 3, 5, 4) = 16-3 = 13 (Point Value = 3)

Total Points = 15

Then they calculate the total points of their rolls for the DM using the Ability Score Costs table found here. Go to

PFSRD Ability Score's

@ Blade: The point system doesn't go as low as 5 although good guess at what the points would be xD


Thanks Rin - much appreciated. Let me give this a try:

Dwarven Fighter

4d6 ⇒ (3, 3, 4, 1) = 11-1 = 10 (PV 0)
4d6 ⇒ (6, 5, 5, 5) = 21-5 = 16 (PV 10)
4d6 ⇒ (4, 5, 3, 4) = 16-3 = 13 (PV 3)
4d6 ⇒ (5, 5, 2, 3) = 15-2 = 13 (PV 3)
4d6 ⇒ (2, 1, 6, 6) = 15-1 = 14 (PV 5)
4d6 ⇒ (4, 5, 4, 6) = 19-4 = 15 (PV 7)

Total Points: 28

That looks pretty good...right?

Edit: With those scores, I'd consider playing a Dwarven Paladin - maybe a Sacred Servant or Divine Defender.


I am back from my holiday. Thank's for trying this out and making these rolls.
On average everyone rolled a 22 point buy. Pretty high if you ask me!
I was kind of hoping it would be lower...but I will honour the plan as proposed.

Now you get to choose whether to build a character with the stats you rolled or
with a point buy of 22.
If you choose a character with truly exceptional rolls...his/her background will have to reflect a truly exceptional character (that means you, Doug Maynard and Sunshadow. 44/41 points! My Word! :-).
Any further submissions may use the 22 point buy only.

What I am looking for:
1. A concise 1-3 sentence-long background concept for your character indicating what brings the character to Falcon's Hollow. I will propose some suggestions and information on the region soon. Use the Pathfinder Wiki or local guides for ideas if you like. Details on the region may ultimately diverge from what is written, of course. I am not looking for alot of detail. I am hoping the detail will emerge as we play. If your background idea does not quite work I promise not to discount it and I will provide suggestions.

2.Description. Brief...even point form if you like.

3. Select two traits which make sense for the background of your character. Subject to approval at the DM's whim. I will discuss it with you if it doesn;t work.

4. Select Feats and Allocate Skill points (These can be adjusted later - I just want a general idea of where you are going with the character)

5.Average starting gold. (Please do your shopping after the characters concept is made and character selected - no need to rush on this) If you have any specfific equipment in mind you can certainly mention it.

6. Core races only. APG classes are OK. Select archetype and class options.

7. Evil characters are shunned.

8. No need to Rush!. I need some time to get my act together here myself. I'll post some information Darkmoon Vale in a couple of days and set a deadline for submissions at that time.

If I take a while to post, I apologize. I am generally busy 4 days out of a week....so the frequency of my posts will vary a little as I go. On average it will be 1-2 times a day
I will be selecting up to 5 PC's for this adventure.
I hope you are as excited about this as I am.

Thanks everyone! Any questions?

Rolling Results in review:

Talomyr's Summoner
4d6 &#8658; (6, 6, 5, 1) = 18 = 17
4d6 &#8658; (1, 6, 1, 3) = 11 = 10
4d6 &#8658; (3, 2, 5, 2) = 12 = 10
4d6 &#8658; (4, 2, 5, 5) = 16 = 14
4d6 &#8658; (5, 5, 5, 6) = 21 = 16
4d6 &#8658; (4, 4, 4, 2) = 14 = 12
Point Buy Total = 30

Psionic Fox's Oracle
4d6 &#8658; (1, 5, 2, 6) = 14 = 13
4d6 &#8658; (5, 5, 1, 1) = 12 = 11
4d6 &#8658; (3, 3, 1, 2) = 9 = 8
4d6 &#8658; (5, 4, 5, 2) = 16 = 14
4d6 &#8658; (1, 5, 6, 1) = 13 = 12
4d6 &#8658; (6, 2, 1, 6) = 15 = 14
Point-Buy Total: 14.

Von Doom's Wizard
4d6 &#8658; (2, 3, 6, 4) = 15 drop 1 = 13 3p
4d6 &#8658; (4, 4, 6, 6) = 20 drop 1 = 16 10p
4d6 &#8658; (6, 1, 6, 2) = 15 drop 1 = 14 5p
4d6 &#8658; (5, 4, 3, 2) = 14 drop 1 = 12 2p
4d6 &#8658; (4, 4, 1, 4) = 13 drop 1 = 12 2p
4d6 &#8658; (4, 4, 3, 1) = 12 drop 1 = 11 1p
23 points.

Doug Maynard's Half Elf Superhero
4d6 &#8658; (3, 1, 4, 6) = 14 drop one = 13 (3 p)
4d6 &#8658; (3, 6, 5, 6) = 20 drop one = 17 (13 p)
4d6 &#8658; (3, 5, 4, 6) = 18 drop one = 15 (7 p)
4d6 &#8658; (3, 4, 6, 3) = 16 drop one = 13 (3 p)
4d6 &#8658; (3, 5, 6, 6) = 20 drop one = 17 (13 p)
4d6 &#8658; (5, 4, 1, 5) = 15 drop one = 14 (5 p)
Buy: 44!

Me'mori's half orc Shaman
4d6 &#8658; (6, 2, 6, 1) = 15 {14}
4d6 &#8658; (4, 4, 3, 3) = 14 {11}
4d6 &#8658; (5, 2, 4, 5) = 16 {14}
4d6 &#8658; (3, 5, 2, 5) = 15 {13}
4d6 &#8658; (2, 5, 3, 6) = 16 {14}
4d6 &#8658; (2, 4, 5, 3) = 14 {12}
Point Total: 22

Papa DRB's Beastmaster
4d6 &#8658; (4, 6, 5, 1) = 16 - 1 = 15 (7)
4d6 &#8658; (6, 2, 4, 1) = 13 - 1 = 12 (2)
4d6 &#8658; (2, 4, 4, 4) = 14 - 2 = 12 (2)
4d6 &#8658; (5, 3, 1, 2) = 11 - 1 = 10 (0)
4d6 &#8658; (4, 5, 3, 5) = 17 - 3 = 14 (5)
4d6 &#8658; (6, 2, 2, 1) = 11 - 1 = 11 (1)
17

Sunshadow
4d6 1,5,5,6 16 - 10 pt
4d6 2,3,3,6 12 - 2 pt
4d6 2,3,3,6 12 - 2 pt
4d6 2,3,5,5 13 - 3 pt
4d6 2,4,5,6 15 - 7 pt
4d6 3,3,3,6 15 - 7 pt
total 41 pt

Grmbln's Half-Elf Something Rogue
4d6 &#8658; (5, 3, 6, 3) = 17-1 = 14(5)
4d6 &#8658; (2, 1, 3, 6) = 12-1 = 11(1)
4d6 &#8658; (1, 4, 1, 6) = 12-1 = 11(1)
4d6 &#8658; (6, 3, 4, 2) = 15-1 = 13(3)
4d6 &#8658; (6, 2, 1, 3) = 12-1 = 11(1)
4d6 &#8658; (2, 6, 6, 4) = 18-1 = 16(10)
total = 21

Mikael Sebag's Wizard Fighter
4d6 &#8658; (1, 6, 3, 1) = 11 drop 1 = 10 (+0)
4d6 &#8658; (5, 4, 2, 2) = 13 drop 2 = 11 (+1)
4d6 &#8658; (2, 2, 1, 2) = 7 drop 1 = 6 (-4)
4d6 &#8658; (4, 5, 3, 6) = 18 drop 3 = 15 (+7)
4d6 &#8658; (4, 4, 5, 1) = 14 drop 1 = 13 (+3)
4d6 &#8658; (3, 2, 4, 2) = 11 drop 2 = 9 (-1)
Total: 6 ?

Rin Lightbringe's Halfing Cavalier
4d6 &#8658; (5, 5, 6, 1) = 17-1 = 16 (1 was the lowest so you drop it and the dice roll was 16 instead. (Point Value = 10
4d6 &#8658; (4, 4, 2, 2) = 12-2 = 10 (Point Value = 0)
4d6 &#8658; (4, 5, 5, 3) = 17-3 = 14 (Point Value = 5)
4d6 &#8658; (2, 1, 1, 4) = 8-1 = 7 (Point Value = -4)
4d6 &#8658; (3, 4, 2, 4) = 13-2 = 11 (Point Value = 1)
4d6 &#8658; (4, 3, 5, 4) = 16-3 = 13 (Point Value = 3)
Total Points = 15

Blade's Halfling Cavalier *** blade
4d6 - 1 &#8658; (3, 1, 3, 3) - 1 = 9 (-1)
4d6 - 1 &#8658; (1, 2, 4, 3) - 1 = 9 (-1)
4d6 - 1 &#8658; (3, 4, 3, 1) - 1 = 10 (+0)
4d6 - 1 &#8658; (2, 1, 1, 2) - 1 = 6 (-4?)
4d6 - 1 &#8658; (1, 2, 5, 1) - 1 = 8 (-2)
4d6 - 2 &#8658; (5, 5, 5, 2) - 2 = 15 (+7)
Point Total = -1 ?

Hedge Night's Dwarven Fighter
4d6 &#8658; (3, 3, 4, 1) = 11-1 = 10 (PV 0)
4d6 &#8658; (6, 5, 5, 5) = 21-5 = 16 (PV 10)
4d6 &#8658; (4, 5, 3, 4) = 16-3 = 13 (PV 3)
4d6 &#8658; (5, 5, 2, 3) = 15-2 = 13 (PV 3)
4d6 &#8658; (2, 1, 6, 6) = 15-1 = 14 (PV 5)
4d6 &#8658; (4, 5, 4, 6) = 19-4 = 15 (PV 7)
Total Points: 28


Do you want us to post that information in this thread or send it to you via email?


hedgeknight wrote:
Do you want us to post that information in this thread or send it to you via email?

You can post the information in your profile for your character. You are welcome to email me as well if you do not wish to post it for everyone to see yet.

xixiapangma at gmail dot com


Darkmoon Vale information for character ideas.....

Feel free to start from one of these ideas or come up with your own...

Check the Golarapedia: Pathfinder Wiki.

Some suitable locations for PC backgrounds.:

Falcon's Hollow: a miserable lumber town at the eaves of Darkmoon Wood, where darkwood is hravested. Home to lumberjacks, greedy consortium roughnecks and other ill-smelling rif raff. PC's are likely to be lumberjacks or poor sods in general, if they come from here.

Olfden
Large Town conventional (mayor); AL NG
The largest town in the vale and centre for local resource extraction industries (ie. logging). A large conventional town. The largest temple here is the Temple of the Sun (Sarenrae).

Arthfell Forest: A large and mysterious wood. Known home to packs of lycanthropes and other fell beasts. The northern eaves of the forest are patrolled by the Rangers of the Fangwatch. An outdoorsy sort of character from the Olfden area may have dealings with the Fangwatch.

Aspodell Mountains: The Aspodell Rangers patrol the territories along the Cheliax border. They have no allegiances in the rivalry between Cheliax and Andoran. A character may come from the Piren's Buff area have dealings with the these Rangers

Adamas: A fortress and Citadel near Olfden in Darkmoon Vale. Home to the Diamond Regiment (commander and Iomedaean Paladin: Ingrid Odeber). A suitable place for a for a lawful regimental character to come from. The soldiers of Adamas patrol the region looking to bring law and order.

Five Kings Mountains: Wild and inaccessible to most people. Dwarf characters might be compelled to leave their mountains stronholds to explore ancestral territories at the foot of Droskar's Crag, .

Wolfrun Hills: Rugged and wild hills patrolled by the Greenfire Circle. The Grotto of St. Elth of Sarenrae is found here. Outdoorsy types may have dealings with the Greenfire Circle.

Fangwatch: An organization of Rangers who patrol the Arthfell forest and Darkmood Vale to protect the forests and people from the Werewolves who plague the region.

Greenfire Circle: An organization of Druids and their followers. Their mission: bring peace to the humans, fey and forests of the vale. Active in the Wolfrun Hills and Darkmoon Wood.
A treehugging type of character might have dealings with them.

Oregent. A small city down the road from the Vale and headquarters of the Lumber Consortium.

Piren's Bluff: Border town guarding the Aspodell Mountain passes to Cheliax. Relations between Cheliax and Andoran are strained. The allegiance of this town are suspect. Smuggling thrives here.

Brastlewark: Centre for Gmonish culture. Thriving manufacturing centre on the other side of the Aspodell Mountains in Cheliax.

Cheliax: Powerful people in Cheliax eye the Darkmoon Vale as a region which they feel should belong to them. They have their own designs on the region. A character might come from Cheliax and somehow be involved with such schemes.

Almas: grand capital of Andoran. The government wishes to protect its borders with Cheliax, although the Vale is somewhat remote and ignored by Almasians at large.

Augustana: Naval harbour of Andoran. Principle market for Darkmoon lumber.


Since coming from Cheliax is an option but non-core races are not, would it be alright to essentially use the Elf race and 'fluff it up' character-wise as a Tiefling? I don't have the expanded Tiefling options available, but presumably the descendant of a more caster-y devil type could easily be made to fit with the Elf stats.

I can just play an Elf, mind you, and won't be cross if you say no, but I'd like to try the story potential of a Tiefling.

Also, since you mention first concepts should be brief and all -- we aren't going to be brief about descriptions in general throughout the game, are we?


Von Doom wrote:

Since coming from Cheliax is an option but non-core races are not, would it be alright to essentially use the Elf race and 'fluff it up' character-wise as a Tiefling? I don't have the expanded Tiefling options available, but presumably the descendant of a more caster-y devil type could easily be made to fit with the Elf stats.

I can just play an Elf, mind you, and won't be cross if you say no, but I'd like to try the story potential of a Tiefling.

Also, since you mention first concepts should be brief and all -- we aren't going to be brief about descriptions in general throughout the game, are we?

Sorry Von Doom. I am excited that you wish to play a devillish caster type of character from Cheliax. That would be very interesting, however I would like to stick with core races this time. (Tieflings are probably not going to show up in the campaign at all). If you like we can work on a cool infernal trait or two to enhance the character. Let's keep it in mind.

About description. I like lots of description in general. I just want to keep things concise to start with. My impression in previous campaigns has been that characters will start with elaborate character backgrounds before the characters are even played. I always envisioned a style of playing that allows elaboration and detail to emerge through play. I think some of the best characters develope that way. Create an open-ended seed for your character. Then let's see how the character grows.

I guess I am also a little overwhelmed with the prospect of being a DM. I don't want to get swamped with tonnes of player information in the beginning. Eventually you will add as much description as you like...just come up with a brief headline for the purposes of recruitment. It can be more that 3 lines if necessary.

I also realize that you are putting alot of effort up front in creating the character. Since I can only select 5 characters, I wouldn't want people to put through all that effort up front only to find they are not selected.

RPG Superstar 2014 Top 16

Out of curiosity, are you allowing the Magus playtest class?


Very well put! Elf it is.

How about this, then, for example? I may be rushing ahead here, but I'm feeling creative.

Infernal Charm

[Regional Trait, Chelaxia]

Many generations ago a fiend, most likely a Devil, spread its taint to your bloodline. In some it leaves its marks, producing Tieflings, but you were lucky. Your lineage leaves no noticable blemish upon you, but you still reap some of its dark advantages. You gain a +1 trait bonus to Bluff and Diplomacy checks and may treat one of these as a Class Skill.

Additionaly, if they recognize your heritage, Devils may show an interest in you -- whether that proves bane or boon in the end depends on your character's actions, and the storyteller.

This Trait cannot be taken by Tieflings, whose far stronger heritage overrides these benefits.


Boomer, gnome alchemist

Spoiler:

STR 12 INT 17 Traits
DEX 14 WIS 13 Etymologist (from Gnomes of Golorion)
CON 14 CHA 15 Iron Liver (from Adventurer's Armory)

Skills, Trained Feat
Bluff Breadth of Knowledge
Craft (Alchemy)
Linguistics Alternate Racial Abilities
Perception Gift of Tongues
Perform (Oratory) Magical Linguist
Profession (Cook)
Profession (Scribe) Starting age: 100 (middle age)
Stealth
Skills Untrained (at least for now), but still used
All Knowledges (thanks to breadth of knowledge)
Craft (Pottery) (to make his own bullet shaped bomb containers to go with the sling)
Profession (Brewer) (gotta have something to drink with the good food)
Survival (to find food and alchemical ingredients)

Born and raised a child of the roads, Boomer started to approach middle age and realized that all the adventures he and his various travel companions were having were going unrecorded, so he went and joined the Pathfinder Society to help remedy this. After becoming a full fledged member of the Society on his 100th birthday, he has now set out to explore those areas of the world he has not yet had a chance to visit. He probably ended up in Falcon's Hollow looking for new recipes suitable to traveling.

physical description
short; basic simple, sturdy clothing and gear, with some battle scars and lab accidents proudly visible; faded tattoo of (fill in blank here) gotten when he was still a wild youth

personality
plucky, curious, team oriented (even if someone can do something themselves, its usually more fun with company), laid back, friendly

other notes
- his "recipes" (formulae) are written down in his recipe book, which also serves the purpose of journal
- possible levels in Bard and/or Pathfinder Chronicler starting at 3rd level to round out his jack-of-all trades feel

All in all, someone who is looking to experience and record as much as he can both for his own sake and for the sake of posterity.

Notable gear
Sling designed to throw alchemical items as well as regular bullets
Battle Aspergillum (from APG) picked up somewhere along the way just
because it was both light and cool
Adventurer's Sash (from Seekers of Secrets) that allows him quick
access to his "travel snacks" (extracts) and other alchemical items
and bombs
Traveling "Recipe" Book & Journal, along with various parchments, maps,
papers, and other related items
Waterproof Bag and Scroll Tube for above books and papers
Vials and Flasks of various makes, materials, and sizes to hold anything interesting he might find

Even if he's not selected, he was a blast to create.


Durgan Stoneshield - Male Dwarven Cleric of Torag

Description: Ht.4'4", Wt.155, Brown hair/eyes, Age: 50; birthmark resembling a war hammer on his right forearm.

STR 14
DEX 10
CON 15 (13+2 Racial)
INT 15
WIS 18 (16+2 Racial)
CHR 11 (13-2 Racial)

Traits: Birthmark & Child of the Temple
Feats: Combat Casting & Endurance
Skills: Craft, Heal, Knowledge (History), & Knowledge (Religion)

Starting gold: 140

Background:
Born at the foothills of Five Kings Mountains in the city of Highhelm, Durgan was practically raised in the church of Torag and embraced the god's ways since early childhood. His desire to explore old dwarven ruins of his ancestors, put him on a caravan to Darkmoon Vale.


I will pull out of any consideration for this game. I am in quite a few already, and will bow out so that as many others that aren't involved with as many games get a chance.

Edziza, if you want to offer up my stat rolls to someone else, please feel free to do so. Good luck with the game, and have fun.


One additional detail on Boomer: can come across as flighty, and sometimes even lazy, to the casual observer, but is a solid, trustworthy companion few people ever forget


Von Doom here.

So long, then, Talomyr -- maybe we'll meet in a different game sometime. I totally wouldn't mind those stat rolls, by the by, t'would allow me to have a decent Charisma to go along with the character concept and not suck at being a Wizard. Though I doubt they'll actually be transferred, so I'm pretty much kidding. Unless they are, of course. ;)

Character Stats:

RHYLIS CR 1/2
Female Elf Wizard 1
NG Medium Humanoid (Elf)
Init +5; Senses Low-Light Vision; Perception +1
--------------------
DEFENSE
--------------------
AC 13, touch 13, flat-footed 10. . (+3 Dex)
hp 11 (1d6+4)
Fort +1, Ref +3, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 20 ft., Shift (5') (7/day)
Melee Dagger -1 (1d4-1/19-20/x2) and
. . Unarmed Strike -1 (1d3-1/20/x2)
Ranged Crossbow, Light +3 (1d8/19-20/x2)
Wizard Spells Known (CL 1, -1 melee touch, 3 ranged touch):
1 (2/day) Sleep (DC 15), Sleep (DC 15), Mage Armor
0 (at will) Dancing Lights, Prestidigitation (DC 14), Read Magic]
--------------------
STATISTICS
--------------------
Str 8, Dex 16, Con 12, Int 19, Wis 9, Cha 10
Base Atk +0; CMB -1; CMD 12
Feats Elven Weapon Proficiencies, Scribe Scroll, Toughness +3, Wizard Weapon Proficiencies
Traits Focused Mind, Reactionary
Skills Acrobatics +0, Appraise +8, Climb -4, Escape Artist +0, Fly +0, Knowledge: Arcana +8, Knowledge: Dungeoneering +8, Knowledge: Nobility +8, Knowledge: The Planes +8, Perception +1, Ride +0, Spellcraft +8, Stealth +0, Swim -4
Languages Common, Draconic, Elven, Goblin, Orc, Sylvan
SQ Abjuration, Bonded Object: Amulet (1/day) (Sp), Elven Magic, Necromancy, Summoner's Charm (+1r) (Su), Teleportation
Combat Gear Dagger, Crossbow, Light; Other Gear Amulet, Backpack (19 @ 20.14 lbs), Bedroll, Candle (5), Case, map or scroll (5 @ 0 lbs), Parchment (sheet) (5), Soap (per lb) (5), Spell component pouch, Spellbook, wizard's (blank), String (50') (5), Vial, ink or potion, Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Bonded Object: Amulet (1/day) (Sp) DC 20 + spell level to cast spells without the bonded object. Once per day, you can cast any spell in your spellbook for free.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Focused Mind +2 to Concentration checks
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Shift (5') (7/day) (Sp) Short-range teleport
Summoner's Charm (+1r) (Su) Increase duration of summoning spells by 1/2 level (permanent at 20).
Teleportation Associated School: Conjuration

Yes, I know, I included equipment. 'tis Hero Lab's fault. It's just so goshdarn convenient.

Character Info:

Background:
A Forlorn elf from Chelaxia. More intelligent than most of her peers she soon found ways to get by even in the Devil-ridden empire, learning the arcane arts and taking to them very well indeed. She never felt comfortable among the Chelaxian humans, however, and has taken the first opportunity to leave without earning any ire: on official business. Well, semi-official, as she has been instructed to go to the Darkmoon Vale and gather intel on their military and magical resources. She intends to take her sweet time, hoping that the short-lived humans will soon forget that she had ever been sent there.

Description:
A beautiful elven women, with light-brown hair at shoulder-length and bright blue eyes; she is very slim, like most of her race, and moves with grace, but her aloof expression and general lack of empathy for others are a detriment to her beauty.

Personality:
Strangely, despite her low beginnings, she acts rather spoiled at times and likes to make other people do things for her. Not in any malicious fashion, of course, as she is still very good-natured, especially for her Chelaxian roots, and doesn't like to see people get hurt.


Phew, managed to edit the character description in just in time, I think. Responding nevertheless because, I believe, RSS feeds won't catch up on the edit ... at least mine usually don't.

Y'know, it's rather curious that Hero Lab lists your Memorized Spells as Spells Known and ... doesn't actually list the spells in your spellbook.

Liberty's Edge

@ Dm: You are only using core books correct? Nothing from the genius guides or anything like that for classes?

I will try and post more later, working 18hrs tonight so posting on my blackberry lol.... its hard to type much


Mikael Sebag wrote:
Out of curiosity, are you allowing the Magus playtest class?

I did put a lot of thought into this....I started to write a long explanation about why I am reluctant about it....then I realized that I was spending too much time thinking about a new test class and not about the coming adventure....which is exactly why I wish to stick with core rules and APG.


Rin Lightbringer wrote:

@ Dm: You are only using core books correct? Nothing from the genius guides or anything like that for classes?

I will try and post more later, working 18hrs tonight so posting on my blackberry lol.... its hard to type much

Please take whatever time you need, Rin. Are you still thinking about a halfling cavalier?

Mikael Sebag, I remember now that you wish to play a Wizard/Fighter. Perhaps it would make more sense to try the Magus class, rather than having to multiclass. I will take the time to read it through. Go ahead and make a Magus if you like.


Rhylis wrote:

Phew, managed to edit the character description in just in time, I think. Responding nevertheless because, I believe, RSS feeds won't catch up on the edit ... at least mine usually don't.

Y'know, it's rather curious that Hero Lab lists your Memorized Spells as Spells Known and ... doesn't actually list the spells in your spellbook.

Good stuff, Von Doom. Although I am curious about the restricted schools.

I always imagined conjurors as the types who should also study abdjuration. Imagine (at high levels) summoning a powerful infernal creature...without powerful wards to protect. Just a thought. But it's your character, who am I to say?

.... and the character will surely be dead before she gets to that level anyway. evil cackle .


Talomyr wrote:

I will pull out of any consideration for this game. I am in quite a few already, and will bow out so that as many others that aren't involved with as many games get a chance.

Edziza, if you want to offer up my stat rolls to someone else, please feel free to do so. Good luck with the game, and have fun.

Thank you for participating, Talomyr. Check back on us some time, will you?

muttering ..even though your rolls helped drive up the group average, grumble :-)

Talomyr may be a gentleman offering his rolls to others. But the DM is not as generous. The rolls were Talomyr's alone.


hedgeknight wrote:

Durgan Stoneshield - Male Dwarven Cleric of Torag

Did you consider this trait, hedgeknight?:

Strength of the Land (Dwarf Magic Trait):

You are able to tap into the living energy of the world to shatter lesser magic.
Benefit: You gain a +1 trait bonus on caster level checks while touching the ground or unworked stone. This includes dispel checks and checks to overcome spell resistance.


Edziza wrote:


Good stuff, Von Doom. Although I am curious about the restricted schools.
I always imagined conjurors as the types who should also study abdjuration. Imagine (at high levels) summoning a powerful infernal creature...without powerful wards to protect. Just a thought. But it's your character, who am I to say?

.... and the character will surely be dead before she gets to that level anyway. evil cackle .

AHA! That means she'll LIVE until some sort of level! Thank you for choosing m-okay, okay, kidding. Err. The choice is based on her believing she won't need that sort of thing -- after all, as intelligent as she is, why would she ever need a Shield spell? It's partially her low Wisdom score talking, too.

Plus, she has a strong aversion to fiends due to her past in Chelaxia -- so she won't be summoning those anytime soon. And if for some reason there is no choice, well, you still CAN cast your restricted schools in Pathfinder -- it's just really exhausting to do (as in, spend 2 slots instead of one), so a Circle of Protection against Evil isn't entirely impossible. Just taxing.


(Rin Lightbringer)

Kornin was a Halfling Outrider NPC of mine that I made for a Red Hand of Doom campaign I dmed. He died in defense of the kingdom sadly when he got bogged down and surrounded by an enemy battalion trying to save the party and fleeing refugees. So I thought I’d resurrect this 3.5 character into pathfinder :D

I will try and turn him into a halfling cavalier that way I will still be able to dungeon delve and such ;) I was only wondering about the extra books due to wanting to try out the Dragonrider or use the Advanced options release of 'The Cavaliers Creed' pdf it is a pretty good book and has some decent builds and feats but as I saw above I will stick to core only and not cause you anymore work then needed ;).

I Dmed for 11+ years and I know how it is when you start allowing a ton of books into the game, gets WAY complicated way quick if your new at Dming. (I own so many books it would drive you mad!)

Go to Had to borrow this from Paizo~ Heres an idea of a Halfling Cavalier

Halfling Racial Traits w/ Outrider & Underfoot racial trait:

Halfling Racial Traits
+2 Dexterity, +2 Charisma, –2 Strength: Halflings are nimble and strong-willed, but their small stature makes them weaker than other races.
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus (CMB) and Combat Maneuver Defense (CMD), and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck(Replaced by Underfoot): Halflings receive a +1 racial bonus on all saving throws.
Underfoot: Half lings must train hard to effectively fight bigger opponents. Half lings with this racial trait gain a +1 dodge bonus to AC against foes larger than themselves and a +1 bonus on Reflex saving throws to avoid trample attacks. This racial trait replaces the half ling luck racial trait.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: (replaced with Outrider~)
Outrider: Some half lings specialize in mounted combat. Half lings with this racial trait gain a +2 bonus on Handle Animal and Ride checks. This racial trait replaces the sure-footed racial trait.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.

Kornin Underbough WIP:

Background:
Originally hailing from a nomadic tribe, which was tragically wiped out years ago, their enemy decided to hang him along with the other surviving children. But when his rope snapped they decided to spar his life, he was but a weak child anyway. He survived that fateful day with the help of a young female wolf and he now resides in the city of Olfden. His painful past is easily seen from the ragged scar that cuts down the center of his left eye and another that cuts around his neck. The usually open and friendly disposition that his kind seems born with is a long dead as his kinfolk. Kornin has sworn his life to defending the weak from the depredations of evil; he is a Cavalier in the service of the Order of the Shield.

Appearance:
His armor looks as weathered as his features, his scar’s cause him to look more menacing then friendly and the rather savage looking wolf he rides doesn’t help his appeal to the common folk. He still wears the nomadic kilt of his clan, although he has added metal plate to it for protection when he rides into his enemies. He sports an armored coat and wears a bandana about his head.

Alingnment: Lawful Neutral – He tries to treat other fairly and will never cheat anyone, but if you’re an enemy expect no mercy.

Height: 3’4”
Weight: 38 lbs
Age: 27 years old
Gender: Male
Starting wealth: 175 Gp
Deity: Doesn’t believe in them after what ‘They’ let happen to his kin…

Stats Point Value + Racial Bonus~

Str 14 (5P) -2RB 12 +1
Dex 14 (5P) +2RB 16 +3
Con 13 (3P) -----13 +1
Int 12 (2p) -----12 +1
Wis 12 (2p) -----12 +1
Cha 14 (5p) +2RB 16 +3

AC: 21 = 10 +3 Dex +1 Underfoot +1 Size +4 Armored Coat +1 Armored Kilt +1 Buckler
ACP: -2

Traits:
Armor Expert: -1 to ACP of armor worn.
Highlander +1 to Stealth checks, +2 in hilly or mountainous areas and Stealth is a class skill.

Feats:
Mounted Combat

Skills: 4 +1 + 1 (Favored class)
Bluff (Cha)
Climb (Str)
Craft (Int)
Diplomacy (Cha) +1+3+3=+7
Handle Animal (Cha) +1 +3 +3 +2 = +9
Intimidate (Cha) 1 + 3 + 3 = +7
Profession (Wis)
Ride (Dex) +1 +3 +3 +2= +9
Sense Motive (Wis) +1 +3 +1=+5
Stealth (Dex) +1 +3 +3 +1 +4= +12 –2 ACP= +10
Swim (Str)

Languages:
Common, Halfling, Goblin

Cavalier Abilities
Challenge (Ex): 1/day
1st Mount: Wolf (Cemd Mnetyz – “Last Shadow” in halfling)

Tactician (Ex): 1/day for 3 rounds (Precise Strike: +1d6 to damage when flanking opponents.

Carrying Capacity: Light: 32 or less, Medium: 33-64 Heavy: 65-98 lbs

Gear: 175 –50 –20 –15= 95 –30 = 65 – 47 = 18
Armored Coat –50 gp +4 AC +3 Dex –2 ACP (Only –1 with Armor Expert) 10 lbs
Armored Kilt –20 gp +1 AC +6 –0 ACP 5 lbs
Buckler – 15 gp 3 lbs
Lance –10 gp 5 lbs
Scimitar – 15 2 lbs
Shortbow – 30 Gp 1lb
2x (40) Thistle Arrows (AA) –2 Gp 0.15 lbs

Just as an after thought here~ I am in other PBP's so if there are new players here I will forfeit so that others can get to play =). Just thought I would put that out there.

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