GM Raventhorns Drums of War Stone Age Campaign (Inactive)

Game Master Raventhorn


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Still here with my Ranger build, sorry it took so long for the submission, still hope to be considered.

I Present Manak, armor crafter and clothing mender of the Tribe

Vital Statistics::

STR:16
DEX:14
CON:12
INT:10
WIS:10
CHA:10

AC: 17
Touch:13 Flatfooted: 14
CMD: 17/14FF

HP: 11/11

BAB: +4
Melee: +4 Ranged: +3
CMB: +4
Fort: +4
Ref: +4
Will: +0

Int: +2
Speed: 30'/20' w Armor

Favored Class Bonus=Ranger:
- Level 1, Skill Point

Class Features::
Favored Enemy: Animals

Feats:
Power Attack, Dodge, Endurance (Free Feat)

Traits::

Highlander (+1 Stealth Checks, +2 in Rocky/Hill areas) Resilient (+1 Fort Saves)

Combat:

Great Club: +4, 1d10+4
Great Club, Power Attack: +3, 1d10+7
Shortspear x3, Thrown: +3, 1d6+3

Skills:
(*Class Skills,# Trained): 6 per Level (+1 1st Level FC, +1 Human Skilled)
8/8
-1 Acrobatics
+0 Appraise
+0 Bluff
+4 Climb*#
+2 Craft: Armor*#
+2 Craft: Clothing*#
+0Diplomacy
+2 Disguise
-1 Escape Artist
-1 Fly
+0 Handle Animal*
+0 Heal*
+4 Intimidate*#
+4 Knowledge(Nature)*#
+4 Perception*#
-1 Ride*
+0 Sense Motive
+0 Stealth*
+4 Survival*#
-0 Swim*

Equipment:

Gear:
Great-Club
Hide Armor
X3 ShortSpear
Bedroll
Winter Blanket
Cold Weather Outfit
Sewing Needle x2
String 50’
Waterskin

Total weight: 61/230lbs

Money: Begin with 30 GP
PP:
GP: 15
SP:
CP:


I'm still floating around - though since you've enough interest and I've enough PbPs ticking over already, I'll step out of contention.


GM Raventhorn:

Powaqa Witch 1
Str 12
Dex 14
Con 10
Int 16
Wis 10
Cha 10

Feats: Extra Hex, Improved Initiative
Skills: Swim, Survival, Heal, Craft(Alchemy), Spellcraft, Knowledge(Arcana), Knowledge(Planes)
Traits: Poverty-Stricken, River Rat

I haven't entirely settled on the patron. If accepted, I figured I'd work that in with the tribes totem. Same thing with finalizing hexes, though I really enjoy the Water Lung idea.

The basic concept, one of the possibilities at least, was a child touched by the nature spirits. Odd things happen around her and she has a strange animal, and so has been somewhat isolated from the rest of the tribe. The other tribe members, including her family, have not been cruel, but it is hard to relate to someone who will takes naps in the river. Her role in the tribe has been to assist the shamans in attending the sick/injured and gathering food by harvesting edible aquatic plants and animals. She is being sent to fight to support the warriors and sense if the other tribes have spirits or unnatural things supporting them.

Player:Character list

Ragathiel: Ranger
Edgar Lamoureux: Druid
Shanosuke: Ranger(Beast Master)
StandAndFight: Barbarian(Invulnerable rager?)
Poor Wandering One: Bard
Lloyd Jackson: Witch
Darksmokepuncher: Cleric
Aranik: Oracle(Heaven Mystery)


GM Raventhorn wrote:


@ Aranik to clarify you wouldnt be from somewhere else persay you are all from same tribe thus pretty much all same and while Ilook forward to the character concept ...

I have no problem switching out Aranik's race to human. I just felt that low light vision would have been nice for a character who is so at home under the stars. As for tribe. OK. She comes from the same tribe, not from the mountains. She is obsessed with astronomy. I'll make some adjustments and she'll be even more interesting...

...be back soon...


Posting as Manak


So Aranik is a human now.

I took away the mountaineering traits. She keeps endurance and gets blind fighting....she loves being outside at night...that`s when she shines. I hope its ok for her to keep keen senses.


Alright I am more thinking instead of a pretty useless feat I can just give you all the trait RUGGED NORTHERNER which makes more sense you all are very used to surviving in the harsh conditions a tribe of your level would be accustomed to does this sound fair instead of dodging around the feats making it lopsided for one char type instead of another?


No problem with that, can easily redo feats, Rugged Northerner makes perfect sense to me since we're supposed to be living in post-ice-age world. :)

The Exchange

Sounds good to me as well.


Does that come with a hat?


Yes a really big one lol

Dark Archive

whew, missed a lot there. I am certainly in. Will notate character sheet with changes.


Tales will have to withdraw from this one.
Looks to be a great game though
Thanks and good gaming

Sczarni

Is it two traits + Rugged Northerner or Rugged Northerner + 1 other trait?


you pick 2 traits and get rugged northerner for free


BISCUITS AND GRAVY!!!!

The Exchange

Shanosuke:
Check out the Crypt of the Everflame Gameplay thread again. Fealix won't leave if Xeros is aive, right?"


Made the adjustments. This young woman is now a human. I gave her some different feats.

Can she be the local chieftain's daughter?


Aranik I looked over profile looks good but shortspears dont have brace thought id let you know

will think on cheiftens daughter thing

wish people would stop dropping lol


I feel like an Oracle is a great fit for this setting... I'll put one together tonight and post it.

This is really interesting and novel (to me) setting so I'm pretty excited to play (or at least lurk as it runs hehe)


GM Raventhorn wrote:

Aranik I looked over profile looks good but shortspears dont have brace thought id let you know

will think on cheiftens daughter thing

wish people would stop dropping lol

Thaks for spotting that error. Switched to Longspear. Dropped the shield.

Sczarni

I'll put my final (as of today, lol) build up tonight. I'm sticking with Cleric and my domains are blood and restoration. The granted powers feel right to me.


Sounds good corvus please send me a rough draft ill take a look

thanks aranik its an interesting char making my job harder lol

Darksmoke Ill take a look at the domains make sure we arnt delving into a lil too much evil haha

Sczarni

Ok, just let me know.

I'm going for the "Neutral as nature" kind of shaman Cleric. He'll use whatever is available to him to keep balance for his tribe. He'll not be overly fond of pushing out and fighting other clans, but he understands it needs to happen and will try to justify it.

Alternatively, encroachments against his tribe, especially unprevoked, are met with as much hostility as possible.

In short, he doesn't look at things in terms of good and evil. He looks at thing as natural or unatural. He is the conduit of the spirts: malignant and binine.

Either way, I am flexible and will bend to your rulings. I just wanted to give my reasonings in case they can affect your decisions.

Cheers!


@darksmoke haha perfect

also that brings up a point DONT worry about alignments I am slightly tired of the hype of them lol so don't worry the mentality of your tribe is focused around survival while i expect war might be looked on as evil your tribe is competing for land, water, food if you don't have this you die or taken as slaves by other tribes and don't worry there is a major plot hook at beginning of story so you will be motivated :)

Sczarni

Cleric:

STONEAGE CLERIC CR 1/2
Male Human Cleric 1
NN Medium Humanoid (Human)
Hero Points 1
Init +1; Senses Perception +2
--------------------
DEFENSE
--------------------
AC 17, touch 11, flat-footed 16. . (+4 armor, +2 shield, +1 Dex)
hp 11 (1d8+2)
Fort +4, Ref +1, Will +4
--------------------
OFFENSE
--------------------
Spd 20 ft.
Melee Heavy Shield Bash -3 (1d4+1/20/x2) and
. . Dagger +1 (1d4+1/19-20/x2) and
. . Hanbo +1 (1d6+1/20/x2) and
. . Shortspear +1 (1d6+1/20/x2) and
. . Unarmed Strike +1 (1d3+1/20/x2)
Ranged Sling +1 (1d4+1/20/x2)
Special Attacks Battle Rage (5/day)
Spell-Like Abilities Battle Rage (5/day)
Cleric Spells Known (CL 1, 1 melee touch, 1 ranged touch):
1 (2/day) Summon Monster I, Shield of Faith (DC 13), Cure Light Wounds (DC 13)
0 (at will) Stabilize, Detect Magic, Guidance (DC 12)
--------------------
STATISTICS
--------------------
Str 12, Dex 12, Con 14, Int 10, Wis 15, Cha 10
Base Atk +0; CMB +1; CMD 12
Feats Sacred Summons, Saving Shield
Traits Devotee of the Green: Knowledge (Nature), Natural-Born Leader
Skills Acrobatics -2, Climb -2, Diplomacy +4, Escape Artist -2, Fly -2, Knowledge (Nature) +5, Ride -2, Sense Motive +6, Stealth -2, Swim -2
Languages Common
SQ Aura (Ex), Channel Positive Energy 1d6 (3/day) (DC 10) (Su), Cleric Domain: Blood, Cleric Domain: Restoration, Hero Points (1), Restorative Touch (5/day) (Su), Spontaneous Casting
Combat Gear Bullets, Sling (25), Dagger, Hanbo, Hide, Shield, Heavy Wooden, Shortspear, Sling; Other Gear Chalk, 1 piece, Fishhook, Flint and steel, Pouch, belt (3 @ 0.5 lbs), Sack (empty), Signal Horn, String (50')
--------------------
TRACKED RESOURCES
--------------------
Battle Rage (5/day) (Sp) - 0/5
Bullets, Sling - 0/25
Channel Positive Energy 1d6 (3/day) (DC 10) (Su) - 0/3
Dagger - 0/1
Restorative Touch (5/day) (Su) - 0/5
Shortspear - 0/1
--------------------
SPECIAL ABILITIES
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Battle Rage (5/day) (Sp) Grant +1 to a melee damage rolls.
Channel Positive Energy 1d6 (3/day) (DC 10) (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.
Cleric Domain: Blood Associated Domain: War
Cleric Domain: Restoration Associated Domain: Restoration
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Restorative Touch (5/day) (Su) Remove the dazed, fatigued, shaken, sickened, or staggered conditions by touch.
Sacred Summons Summon monsters whose alignment subtype matches yours as a standard action
Saving Shield As an immediate action, add a +2 shield bonus to an adjacent ally's AC.
Spontaneous Casting The Cleric can convert stored spells into Cure or Inflict spells.


Aright everyone I will be releasing the weapons list please fix your selected weapons accordingly thank you for your paitence

Also all weaons will have the fragile quality which means if you roll a nat 1 it breaks


Arms & Armor:

Weapons

Simple Weapons
Light Melee weapons
Dagger 1gp 1d4 19-20 x2 — 1.5 lbs P fragile
Mace, light 3gp 1d6 x2 — 3 lbs B Fragile
One-Handed Melee Weapons
Mere club 2 gp 1d4 ×2 — 2 lbs. B or P Fragile
Club — 1d6 ×2 10 ft. — 3 lbs. B Fragile
Mace, heavy 9 gp 1d8 ×2 — 8 lbs. B Fragile
Morningstar 6 gp 1d8 ×2 — 6 lbs. B and P — Fragile
Shortspear 1 gp 1d6 ×2 20 ft. — 3 lbs. P — Fragile
Two-Handed Melee Weapons
Longspear 4 gp 1d8 ×3 — 9 lbs. P brace, reach, Fragile
Quarterstaff —1d6/1d6 ×2 — 4 lbs. B double, Fragile
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lbs. P brace, Fragile
Ranged Weapons
Blowgun 2 gp 1d2 ×2 20 ft. 1 lb. P —
Darts, blowgun (10) 5 sp — — — — — — —
Dart 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. P —
Javelin 1 gp 1d6 ×2 30 ft. 2 lbs. P Fragile
Sling — 1d3 1d4 ×2 50 ft. — B —
Bullets, sling (10) 1 sp — — — — 5 lbs. — —

Martial Weapons
Light Melee Weapons
Axe, throwing 6 gp 1d4 1d6 ×2 10 ft. 2 lbs. S Fragile
Handaxe 5 gp 1d6 ×3 — 2 lbs. S Fragile
Pick, light 3 gp 1d4 ×4 — 2 lbs. P Fragile
Shield, light special 1d3 ×2 — special B Fragile
Sword, short 8 gp 1d6 19–20/×2 — 2 lbs. P Fragile
One-Handed Melee Weapons
Battleaxe 8 gp 1d8 ×3 — 5 lbs. S Fragile
Trident 11 gp 1d8 ×2 10 ft. 3 lbs. P brace, Fragile
Terbutje 3 gp 1d8 19–20/×2 — 2 lbs. S Fragile
Two-Handed Melee Weapons
Greatclub 5 gp 1d10 ×2 — 8 lbs. B Fragile
Tepoztopilli 8 gp 1d10 19–20/×2 — 8 lbs. P or S fragile, reach
Ranged Weapons
Atlatl 2 gp 1d6 ×2 50 ft. 2 lbs. P —
Atlatl dart 1 gp — — — — 2 lbs. — —
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lbs. P —
Arrows (20) 1 gp — — — — 2 lbs. — —
Exotic Weapons
One-Handed Melee Weapons
Terbutje, great 12 gp 1d10 19–20/×2 — 4 lbs. S fragile
Wahaika 3 gp 1d6 ×2 10 ft. 3 lbs. B disarm Fragile
Ranged Weapons
Bolas 5 gp 1d4 ×2 10 ft. 2 lbs. B nonlethal, trip, Fragile

Armor
Light armor
Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lbs.
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lbs.
Studded leather 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lbs.
Wooden 20 gp +3 +3 –1 15% 30 ft. 20 ft. 25 lbs.
Medium armor
Hide 15 gp +4 +4 –3 20% 20 ft. 15 ft. 25 lbs.
Shields
Buckler 15 gp +1 — –1 5% — — 5 lbs.
Shield, light wooden 3 gp +1 — –1 5% — — 5 lbs.


Please keep in mind that while this is a very short list it is because you as a people have not developed actual weapons of War most of these weapons can be turned around to help hunt, or build. That is my reasoning also any blunt weapon is usually made of bone or wood, bone is 75% lighter than the metal versions, Obsidian is anything that be made of Piercing or Slashing quality and is also 75% of the weight. I have already calculated the weight and cost for each item for you. Anything made mostly of wood I left the weight alone cause its still made of same material.

Please enjoy deadline for submissions ends in 4 hours

I wil be making selections by tonight or tomorrow morning

Sczarni

Were heavy shields left off the list intentionally? If so, I'll need to change mine. That is no problem, just looking for confirmation.

My submission is pretty much done. I'll make final tweaks if I am selected.

Thanks for the opportunity.


Yes heavy shields arnt on there because they are pretty advanced in my opinion Even the large shields made in the african tribes of today are made of light leather stretched over wood so yeah light shields and bucklers allowed for right now ;) if that gives any hints away oh well lol

Sczarni

Ok. No worries. I hope we end up with some forward thinking tribe members who can imagine better weapons. My character will not be that person...lol.


I will recalculate my equipment list. I missed it some where above. Can someone tell us hoe much gold we start with again?

Thanks

The costing is not complete, but to ensure that I meet the deadline please assume that Aranik is carrying an ornamental cloak, a rudimentary adventuring kit, a longspear, a dagger, sling and the best light/medium armour she can afford. Surely she can afford that, no?


One of the few of his tribe who has an affinity with Animals. I present Beast Master Jushem. I have already dug out some of his details earlier in this thread but here is his detailed statblock.

Jushem Bits an Pieces:

JUSHEM CR 1/2
Male Human Ranger (Beast Master) 1
CN Medium Humanoid (Human)
Init +1; Senses Perception +6
--------------------
DEFENSE
--------------------
AC 12, touch 11, flat-footed 11 (+1 armor, +1 Dex)
hp 11 (1d10+1)
Fort +3, Ref +3, Will +2
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Javelin -1 (1d6+5/20/x2) and
Tepoztopilli +4 (1d10+7/19-20/x2) and
Unarmed Strike +3 (1d3+5/20/x2)
Ranger (Beast Master) Spells Known (CL 0, 3 melee touch, 2 ranged touch):
--------------------
STATISTICS
--------------------
Str 16, Dex 12, Con 12, Int 8, Wis 14, Cha 10
Base Atk +1; CMB +4; CMD 15
Feats Power Attack -1/+2, Weapon Focus: Tepoztopilli
Skills Acrobatics +5, Climb +7, Handle Animal +4, Knowledge (Nature) +3, Perception +6, Survival +6, Swim +7
Languages Common
SQ Enemies: Humanoids (Human) (+2 bonus) (Ex), Track +1, Wild Empathy +1 (Ex)
Combat Gear Javelin (2), Padded, Tepoztopilli;
--------------------
SPECIAL ABILITIES
--------------------
Enemies: Humanoids (Human) (+2 bonus) (Ex) +2 to rolls vs Humanoids (Human).
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 +1 to survival checks to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Hey shano i would ask you to not put the favored enemy on humans as your tribe has only just now started attacking other tribes actually this campaign will be first time you actually war with them so I would say favored enemy animals is better choice later on I would say you can choose humans but not at this starting point


GM Raventhorn wrote:
Hey shano i would ask you to not put the favored enemy on humans as your tribe has only just now started attacking other tribes actually this campaign will be first time you actually war with them so I would say favored enemy animals is better choice later on I would say you can choose humans but not at this starting point

If you insist. I will do so.


As promised, here is the oracle of Flame

Berl has been burned many times by the fire that fascinates him. The scars are all over his body. His hair is sparse and his body is failing him. The flame took most of his vision, but he can occasionally glimpse portents of the future in a raging fire.

Oracle:

BERL THE FLAME-TOUCHED CR 1/2
Male Human Oracle 1
NN Medium Humanoid (Human)
Init +0; Senses Clouded Vision, Darkvision (30 feet); Perception +3
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 7 (1d8-1)
Fort -1, Ref +0, Will +5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Club +0 (1d6/20/x2) and
Dagger +0 (1d4/19-20/x2) and
Unarmed Strike +0 (1d3/20/x2)
Special Attacks Touch of Flame (1d6+1) (6/day)
Oracle Spells Known (CL 1, +0 melee touch, +0 ranged touch):
1 (4/day) Inflict Light Wounds (DC 14), Doom (DC 14), Sun Metal (DC 14)
0 (at will) Purify Food and Drink (DC 13), Light, Guidance (DC 13), Spark (DC 13)
--------------------
STATISTICS
--------------------
Str 10, Dex 10, Con 8, Int 12, Wis 15, Cha 16
Base Atk +0; CMB +0; CMD 10
Feats Elemental Spell: Fire, Prophetic Visionary (1/day)
Traits Bullied, Indomitable Faith
Skills Diplomacy +7, Heal +6, Intimidate +7, Knowledge (History) +5, Perception +3, Perform (Oratory) +7, Survival +3
Languages Celestial, Common
Combat Gear Club, Dagger; Other Gear Powder, Sack (7 @ 6.5 lbs), Spell component pouch, Torch (5)
--------------------
SPECIAL ABILITIES
--------------------
Bullied +1 to hit with unarmed AoEs.
Clouded Vision You cannot see beyond 30'
Darkvision (30 feet) You can see in the dark (black and white vision only).
Elemental Spell: Fire You can cast a spell with half or all its damage type replaced with this feat's damage type.
Prophetic Visionary (1/day) Once per day, enter a deep trance and gain a prophetic vision
Touch of Flame (1d6+1) (6/day) (Su) Melee touch attack deals 1d6+1 Fire damage.


ARG! The suspense is killing me! At this rate I will be dead before I've had a chance to die! AUGH!


Jeez why do you guys have to make this so hard lol


Well its looking like Im going to have a large party but before i say which and what Id like to have peoples opinioins on large parties is it worth it? or is it too much hassle only had exp with 4-5 man parties but just feells right to have larger ones with this sort of campaign


Depends. It's generally all right until combat starts, then things can get confusing and bogged down really easy. If you think you can keep combat organized and running smoothly, then go for it. If not, don't.


Well I plan on using google docs for some battle maps if anyone knows of a simpler way of doing maps Id love the help

anyways my plan is to talk this out in the discussion thread once I announce my selection, the tribal system, the gods you worship etcc

then in combat ill wait 24 hours before gmpcing the character and moving on anyone know of a better system?


It might help - in a large group - if conventions are agreed upon before hand on how to announce our actions. Many of us could be making moves in advance to help keep things going....only to find that other actions take place that cancel out what we intended to do. That`s to be expected.

In the past, I have posted my character's thoughts and preparations for an anticipated action - as creatively as possible...then added an OOC line with a list of actions in gaming jargon - along with some dice rolls.

In the end the DM rules on what actually transpires based on her interpretation of the character intentions, listed moves and character rolls.

Sometimes the battles get intricate and bogged down with rulings. Sometimes we have to just let the DM move the narrative forward. I have no problem with that.

By 24 hours. Do you mean setting a 24 deadline for each turn? Or giving each player 24 hours to act? I think there should be a deadline set for each turn.


Well in combat each turn will have the 24 hour limit, in rp I hope to have people on fairly regularly so we can advance the story without someone feeling left out in the descicion making process so I would pause until I see some reactions from the said member of the team

Does this help?

Anyways will be announcing the team here fairly quickly but would like to thank everyone for applying (glad we had such a small application list as it is or would be even harder)

The Exchange

Sounds good. Can't wait to see who gets in.


Alright I have made my decision and I will be honest the two I did not pick please pop in everyone in a while to follow along this way if anyone does not check in we will have a ready stand in already as well as unforeseeable circumstances in the future

That said:

This was a hard and yes long process so again and again I thank everyone for patience with me, please accept my profound grattiude for your interest and your help

The characters I have selected please come to the discussion board of this thread and we will begin working on the tribal system you all will be living in. I will give you the two days of discussion to chime in so I know that we are ready to start.

That said

Darksmoke, Aranik, Edgar, Shano, Ragathiel, and Lloyd your characters were what fit best (this said loosely) and have made the cut

Corvus and Standalone, please accept my apologies and please stick around for at least the 2 days of discussion as we may have someone drop now or later and I will need another character, also openings may come up later in the story and I may want someone to play the npcs just so we have other viewpoints as a tribe would have this is a maybe and planned later down the road, thank you again though for your interest and your applications

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