Terquem |
1 person marked this as a favorite. |
The link above is to a game that I am struggling to keep alive, and maybe this recruitment is the only thing that will save it.
This is the original Recruitment Thread
The Original Recruitment Thread
The only players remaining are
Derrick – a male, Human Samurai (Sword Saint)
Edren – a male, Human Fighter (Pole Arm Master)
Portia – a female, Human, Ranger (Falconer)
And
Valind – a male, Halfling Cleric
All of the original requirements and requests of the first recruitment apply to this one, and what I would really like to see is maybe an arcane caster or two, another cleric or druid, and perhaps a rogue, maybe a bard.
Is anyone interested in Joining this game?
LibraryRPGamer |
Would you allow the Malefactor class?
Its a sort of witch/rogue hybrid. Its a WIS based class that focuses on quasi-hexes called "maledictions". Unlike the witch, the Maledictions can be done times/day but they last for several rounds. But, like the rogue, it has 6x skills/level.
Grixus Nox |
So what are your thoughts on an alchemist bomber? I know that's less arcane caster and more explosion, but it seems like your looking for some ranged damage. In any case:
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 2) + 6 = 10
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 3) + 6 = 15
2d6 + 6 ⇒ (2, 5) + 6 = 13
mdt |
Hi Gav, not only are you in my game, I see you all over the place on the boards. :) Very active. :)
@GM
I have a ratfolk witch I can tweak, she was recently created for a game, but I ended up dropping out of it due to not really meshing with the gaming style of the game.
I spot checked the game play thread, and don't think that would be an issue.
Thikka's the first witch I've made to play, and would hate to have the work on her completely lost. I'd redo the background, but personality wise, she's a bit of a curmudgeon. She's not all that old, even for a ratfolk, but she was born ancient as far as personality goes. :) She's a good young curmudgeon though, so she's not going to go around attacking people for no reason. She's a healer spec, but she'll likely lecture people who get hurt doing stupid things (or at least, things she considers stupid). :)
Stat: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
grimdog73 |
Just to clarify, what races are allowed? Just want to make sure before I get to making a character.....now as for stats....
stats: 2d6 + 6 ⇒ (4, 4) + 6 = 14
stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14
stats: 2d6 + 6 ⇒ (5, 5) + 6 = 16
stats: 2d6 + 6 ⇒ (3, 4) + 6 = 13
stats: 2d6 + 6 ⇒ (3, 5) + 6 = 14
stats: 2d6 + 6 ⇒ (4, 1) + 6 = 11
grimdog73 |
Ok here he is....an Elven Sorcerer..
Name Rolandor Thessalya CR 1
XP 0
Male Elf Sorceror(sage) 1
Medium Humanoid(elf) 18 16 14 12 13 11
Init +5; Senses lowlight 60'; Perception +
Defense
AC 15; Touch 13; Flat-Footed 12; (leather armor)
HP 8 (HD 1)
Fort +1; Ref +3; Will +6
Defensive Abilities na; DR na; Immune sleep;
Resist +2 vs enchantment; SR na
Offense
Speed 30
Space 5ft; Reach 5ft
Melee
shortsword +0 1-6/19-20 x2
dagger +0 1-4/19-20 x2
Ranged
longbow +3 1-6/x3
Special Attacks
Spells, arcane bolt 1d4 +1/7x day
Spell-Like Abilities (CL )
At will—n/a
Spells Known/Prepared (CL 1)
9th (/day, spontanious only)—
8th (/day, spontanious only)—
7th (/day, spontanious only)—
6th (/day, spontanious only)—
5th (/day, spontanious only)—
4th (/day, spontanious only)—
3rd (/day, spontanious only)—
2nd (/day, spontanious only)—
1st (3/day, spontanious only)—dc 15
0 4 (at will, spontanious only)—dc 14
*10% spell failure (leather armor)
Statistics
Str 11, Dex 16, Con 12, Int 18, Wis 14, Cha 11
Base Atk +0; CMB +0; CMD +14 ( +0 vs. trip)
Feats
Combat Casting
Skills
Perception +7
Spellcraft 8(+10 identifying)
Knowledge(arcana) +8
Knowledge(dungeons) +5
Linguistics +5
Knowledge(engineering) +8(bloodline bonus)
Racial Modifiers
+2 Dex, +2 Int, -2 Str
Languages
Common, Elven, goblin, orc, draconic, sylvan, dwarven
SQ
Elven immunities, Elven magic, Keen Senses,
Low-light vision, weapon familiarity, bloodline power
Arcane(sage) bloodline
Trait
Warrior of old-+2 Initiative
Combat Gear
shortsword
2 daggers
longbow 40 arrows
leather armor
Other Gear
Backpack
beltpouch
bedroll
mapcase
4 days rations
inkvial
ink pen
5 parchment
2 torches
waterskin
oilskin
flint+steel
50' silk rope
gp 69
sp 6
cp 8
Spells Known
0(4)-detect magic, ray of frost, dsrupt undead, light
1(2)-magic missile, burning hands
Terquem |
Grixus Nox – an Alchemist Bomber, new to me, but should fit the setting well. I’m okay with it
Andoryn ‘Dorn’ Ironsides – that character could easily be adjusted to fit the setting
Sarpadian – I’m sorry to say that I am not a fan of d20pfsrd material (and the more I see things from there, the less I like it). However, this campaign originally had a Fetchling character that left the campaign early (and did not give a specific reason why the player was dissatisfied). Could you tell me why you want the character to be a Fetchling?
Mdt – a ratfolk character could be worked into the campaign (they are actually native to the campaign world, but getting them to this campaign setting would be a challenge)
Grimdog73 – an elf sorcerer would be fine. The Elves in this setting have a unique “cultural flavor” that is modeled on “Hollywood” versions of south pacific islanders of Earth.
Terquem |
mdt – it's actually a BIG island (think Australia) discovered only recently by the Aeromnians
Take a look at the linked map (it's crude, I apologize) at the top of the Game Thread linked above (it’s a PDF document showing the “World of Riom”)
The game is taking place on the West coast of Garicadia, while Ratfolk are from the country galled Gowa, on the Eastern Ring (all of the current characters in this game are from the Western Ring, either Dwargleland, or Ilgnorland)
Grimdog73 – either of those will be fine, but I was thinking more like Tahitian/Hawaiian , on the map I talk about above, Elves are from Zieferland, and the island chains that extend away from the east coast of Zieferland toward Garicadia
sarpadian |
I want him to be a fetchling because his back story is based on him having come from the Shadow Plane. He starts off as a bard. Dissatisfied with the state of music on the Shadow Plane, he has come to the Material Plane in search of interesting tunes to take home. Eventually his long-lost pet G'Boi will follow him; then he multiclasses into shadow caller summoner (with G'Boi as his eidolon).
Terquem |
Sarpadian - okay, go ahead and work it up that way, and we'll fit it into the campaign, but you might want to read the early posts in the game thread, as this is a lot like the earlier Fetchling character (and if I, as a limited brain power DM, did not handle that PC in a way that made the player feel good about the game, you might be in the same situation)
sarpadian |
I think it will be OK. I enjoy your DM style (not sure if you've made the connection or not, but I'm playing Ribat in "The Strangler at Shadow Moor).
Stats:
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (5, 4) + 6 = 15
Terquem |
mdt - I didn't mean to say that you could not play a ratfolk, it is doable. we just need to come to an agreement (that works for both of us) that explains how you got to Fort Horizon.
sentienthydra - either a Tiefling or half/elf will work. I might throw some strange things at you if you choose Tiefling
mdt |
Could you meet me half way and give me some ideas you'd be ok with? It doesn't really make much sense for me to keep throwing out random ideas without having any idea what you would be ok with. I'm not looking for specifics, but something at the 30,000 ft level would be appreciated. Just so I don't feel like I'm playing hit the moving target. :)
mdt |
Sure, that is fine. Hmm, ok, so, I'll go write up a new background for her, as well as how she got there? How about if she was hired onto a ship as a healer, but the Captain got upset when he found out she couldn't cure diseases (after he picked up something nasty in the wrong house of ill repute) and he set her adrift in a boat? She managed to survive to get to shore, and happened across the caravan?
Gavmania |
While I'm here, I might as well roll stats;
Stats: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stats: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stats: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Stats: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Stats: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Stats: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Hmm. 3 below average, 1 average, one above average and one really good.
Good thing I chose a SAD class.
Terquem |
How many of you are ready to go?
By the way, I forgot to mention this, and I hope it doesn't put anybody off
this house rule is in the Campaign Info thread of the Campaign, I hope everyone had a chance to look at this before now
House Rule #1
Perception is now an Intelligence based Skill
Sense Motive as a skill is replaced by (and becomes a use of) a new Skill called
Intuition which is a Wisdom based Skill
You can use both these skills untrained
Intuition is a Class Skill for all Divine Magic using classes, Fighters, Monks, Cavaliers, Samurai, and Barbarians
Perception is a Class Skill for all Arcane Magic using classes, Rogues, Inquisitors, Alchemists, Gunslingers, and Ninjas
Both Skills can be used to collect information about what the Characters are experiencing, and for the most part will reveal the same kinds of information, but you might get to that information in a different way depending on which skill you rely on. You can always choose to use both skills in any situation when you think you need to,
but HERE IS the catch
You have to call out one Skill before the other
So either you rely on Perception first, followed by Intuition, or Intuition first followed by Perception (if you want to use both skills)
A failure or success on the first can affect the second. So be careful of your choices
Perception will tell your character what he/she can deduce based upon the “smarts” you have and what you see, hear, smell, touch, or taste. It tells your character that what he/she perceives IS what it appears to be. It can even clue you in as to how “hurt” a monster is in a combat situation.
Intuition will tell your character what he/she feels is “up with” any particular situation based on your characters past experiences and a gut feeling that something IS NOT what it appears to be.
Remember, Sense Motive is now what you do with the Intuition Skill, so if you want to be able to Sense Motives, put a rank into Intuition.
Terquem |
Yes, why not
I'd like to know who, other than mdt, is still serious about joining and close to being ready.
In the current Game Thread, the player characters have been asked to escort a wagon full of supplies to an outlying settlement a day’s journey from Fort Horizon. The characters that join the game through this recruitment will be
1) Considered to have been already in Fort Horizon before the current active Player Characters arrived (but they have not been there longer than three months, so you still are a bit new to the place and do not know all there is to know about it. You would know, by now, all the residents and a full resident roster will be posted this weekend)
2) Considered to have volunteered to be “responsible” for the wagon and the supplies until they are delivered – for this you will be paid twenty dollars (read up on the game to see how the economy works in Fort Horizon)
Gavmania |
It's not much of a stretch to allow that, so sure.
Thanks for that, it's much appreciated.
One other question: I am looking into the possibilities of a bonded item (specifically a ring) and it says that the item can be used to creat a magic item as though I had the appropriate Feat (if I am of high enough level, etc.). Now under Item creation it says I must have Materials, in the case of a ring it says:
He also needs a supply of materials, the most obvious being a ring...The cost for the materials is subsumed in the cost for creating the ring
but I already have a ring, so do I still have to pay to create one?
Terquem |
Terquem wrote:It's not much of a stretch to allow that, so sure.Thanks for that, it's much appreciated.
One other question: I am looking into the possibilities of a bonded item (specifically a ring) and it says that the item can be used to creat a magic item as though I had the appropriate Feat (if I am of high enough level, etc.). Now under Item creation it says I must have Materials, in the case of a ring it says:
Quote:He also needs a supply of materials, the most obvious being a ring...The cost for the materials is subsumed in the cost for creating the ringbut I already have a ring, so do I still have to pay to create one?
So you are trying to get a "free magic ring" ;)
let me do some homework on that one.