GM BC4Realz's First Play-by-Post


Recruitment

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Hi all. I want to try my hand at GMing a PbP, so here is the recruitment thread.

I will be running a single shot adventure module meant for 4 - 6 lvl 1 players. Here are some details:

Details:
You are a freshly minted mercenary group, on the lookout for your first job when you are summoned to the home of a wealthy merchant of the city of Wellspring for dinner. Ushered into the home you are brought to a beautiful dining hall where you and the rest of your party gather around the table across from Beauregard Gransby. Over the course of the evening he tells you of his various business interests and dealings across the continent. When dessert is served along with various mixed drinks, he comes down to the point of why he asked you here.

I hear you are in look of work. I would like for you to undertake a task for me. I would send some of my own people, but I am spread a little thin of late with the harvest coming in and the demand for spices out East, and lumber to the South. My son, Stephan, took part of his inheritance last year and traveled to a mining town about a week's journey from here. He was planning on financing his own digging venture up into the mountains.

Everything seemed to be going fine, and he even wrote of discovering some silver and mithril deposits, but then all communication ceased. I haven't heard from him in a month and I am starting to get worried. Could you travel to Kivud's pass and head into the mountains beyond and find him? I want to make sure he is alright.

I can offer you 300 gold now to outfit yourself for the journey, and an additional 700 when you return with my son or news of his progress in the venture. I think a tidy sum like that would catch your interest yes?

So there is the hook. If you are interested I would like to see a lv 1 character sheet for a proposal. Here are the character creation guidelines:

Character Rules:

Paizo rules only, no 3pp
Stats: Your preference of 20 point buy or 2d6+6 taken in order (Str, Dex, Con, Int, Wis, Chr)
Races: Any Core race - open to others upon my approval
Classes: Any Paizo class (Core, Base, Alternate, or Hybrid) with the exception of Gunslinger and Occult classes. Think high fantasy, mostly core classes minus monk kind of stuff. If you have a good story for why your character has chosen that path in this world I am willing to listen.
Skills: I am a fan of the background skills system, however you cannot select a background skill that is a key skill for your class. For example: No craft for alchemists, perform for bards, animal handling for Rangers or Druids...you get the idea. If the skills drives to a key class feature or is adjacent to it make it an adventuring skill for you.

Finally, I really like what DM Mathpro does for character development at the outset. I think it is an excellent way to prevent the character from just being hack and slash. Since we are starting with a small adventure module, we may not get into all of this background info in game - but we should get to some of it, and if we continue past the initial adventure (which I hope we do) it will come in handy in writing more of the story. So, when you are creating the background for your character please consider and answer the following prompts:

Background details:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

5) Three key memories that define your character as the person they are at the time of submission.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

I think that just about covers it...so if you are interested please submit your characters for review. I would like to have recruitment open until May 6th, and then gauge the response at that point.

I look forward to hearing your stories.


Hi, this sounds very interesting and fun, I'm definitely interested, but would like to know if you would allow me to play a Ghoran Wood Oracle. I just really want to try a wood Oracle and the Ghorans are so perfectly flavored for it.

Grand Lodge

Sounds fun


@Vasarde: I find the premise interesting. I am a little concerned that the Ghoran could be stronger than the core races. At higher levels it wouldn't be an issue, but at level 1 it could be.

I will allow Ghoran as a playable race with these revisions.
1) you will not recieve your racial natural armor bonus until character level 3 (which may or may not happen in game). This will reflect time that the Ghoran youth (sprout) spends maturing in the world.
2) your spell like abilities take the place of your lv1 character feat. You may choose to be a Ghoran without SLAs and recieve the feat instead.

I hope these nerfs don't seem too onerous, but trying to make sure you Ghoran Wood Oracle would be balanced gameplay wise against an Elf Wood oracle.

I am open to discussion and counter offers. PM me if you would like.

Whatever you decide, I hope you will submit a character.


That's fine by me, but I'll take the feat instead of the SLAs.

EDIT: Quick question, do we get average gold for level 1?


Better if average or roll for starting gear. Then the party will have 300 in party funds (the up front payment) for traveling expenses to the site or whatever they decide to spend it in.


Might be fun. Kinda want to roll the dice and see what I get, then build accordingly.


Sort of bummed you nixed Gunslingers! I've been jonesing to play one lately but I understand they're not appropriate for every setting.


What sort of area would we be starting in? I know we'll be going to the mountain town but what's the surrounding area like?


Also, let's roll some dice!
Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Stat: 2d6 + 6 ⇒ (4, 2) + 6 = 12
...yeah I think I can work with that. Definitely thinking of a Fighter now!


Also, is there any restriction on gear selection? Some GM's don't like Eastern equipment


Oh, and are we using any Traits?


Moneys; Wealth: 5d6 ⇒ (6, 6, 6, 4, 5) = 27
270 GP, not bad.


You know what? I'm going to follow elegantly wasted and roll. So I may end up being better off as something else. Here goes nothing.

Stat: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Stat: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Stat: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15


Actually that still works really well, still wood oracle, haha.

Stat: 3d6 ⇒ (1, 2, 5) = 8


And 80 gold, that works for me.


STR: 2d6 + 6 ⇒ (4, 5) + 6 = 15
DEX: 2d6 + 6 ⇒ (3, 3) + 6 = 12
CON: 2d6 + 6 ⇒ (4, 4) + 6 = 14
INT: 2d6 + 6 ⇒ (3, 4) + 6 = 13
WIS: 2d6 + 6 ⇒ (3, 6) + 6 = 15
CHA: 2d6 + 6 ⇒ (6, 4) + 6 = 16

Dotting :)


@Elegant...

Starting Area:
Our campaign will be starting in the city of Wellspring, a Small City located in a country that most resembles 14th - 15th century Europe. The town is located at the head of a large river (think the Mississippi) that gives it decent access to ocean trade routes makes it a central hub of trade into other, more land locked areas.

This setting will mostly just be as a "getting to know you kind of zone" and if we continue past the initial adventure we might make it the base of operations.

Shortly after the start you would be embarking on a short journey to the Small Town of Kivud's Pass to investigate the disappearance of Stephan de Beauregard Gransby.

Eastern Equipment:
I looked through the eastern arms and armor...I don't see anything too concerning. Most of it looks pretty equivalent to the core eq balance wise, just with fancier names.

I am fine with it, so long as there are story reasons and not just for Min-Max tweaking.

Here is some in world material to help you with the story elements.

Your character might just have a natural interest in weaponry from exotic locales, or perhaps he is descended from a family that immigrated here generations ago from a country far to the east across the water, it would be rare in that day and age...those countries were probably just discovered in the past 1 - 2 hundred years, but possible.

Living in Wellspring he would have some access to these more rare items. However, due to the rarity, the distance they have to travel and the cost of transportation as opposed to local manufacturing all of this exotic equipment has a premium cost that is 20% higher than what is listed in the PFSRD (round to the nearest GC because I hate silver and copper). So for example Butterfly swords are 24gc, not 20...Kukiri are 10 gc, not 8. The Hanbo and Wushu darts still sell for the same price as listed.

Traits:
I gave this some thought, but did not post it previously. Players may select 1 trait and 1 alternate racial trait for their characters. If these are selected they must be worked into the character bio. Like with the weaponry they cannot just be selected for Min-Max purposes


I'll throw my hat in the ring. Let's see what I get.

Str: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Dex: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Con: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Int: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Wis: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Cha: 2d6 + 6 ⇒ (2, 2) + 6 = 10

Now that is a tricky one. I'll have to think for a bit on this one.

Grand Lodge

strength: 2d6 + 6 ⇒ (4, 1) + 6 = 11
dexterity: 2d6 + 6 ⇒ (2, 1) + 6 = 9
constitution: 2d6 + 6 ⇒ (1, 3) + 6 = 10
intelligence: 2d6 + 6 ⇒ (5, 5) + 6 = 16
wisdom: 2d6 + 6 ⇒ (3, 1) + 6 = 10
charisma: 2d6 + 6 ⇒ (2, 6) + 6 = 14

Grand Lodge

well that was a bust gonna do the point buy..thanks online dice


2d6 + 6 ⇒ (5, 1) + 6 = 12 STR
2d6 + 6 ⇒ (3, 3) + 6 = 12 DEX
2d6 + 6 ⇒ (4, 1) + 6 = 11 CON
2d6 + 6 ⇒ (5, 6) + 6 = 17 INT
2d6 + 6 ⇒ (2, 2) + 6 = 10 WIS
2d6 + 6 ⇒ (3, 4) + 6 = 13 CHA

NOPE. I don't want another int char now.


@Neko then run the point buy. You won't have as elite of a stat matrix, but you will have more control over where you put them. :D


@BC4Realz, I'll have my sheet ready tonight most likely. I assume we get the standard 2 traits? And are drawbacks allowed?


GM BC4Realz wrote:
@Neko then run the point buy. You won't have as elite of a stat matrix, but you will have more control over where you put them. :D

Well, that will be "giant" lose of *one* point. Its 21 point buy what I rolled lol

Now, unusual question... would you allow something that rarely get play (at least when its game I want to get in), alias Eberron Pathfinder's Shifters?
https://sites.google.com/site/eberronpathfinder/conversion-info/races/shift ers
If not, will pick something more traditional ^^


@Vasarde - See above regarding traits.

@Neko - I am at work right now, and that is a lot to look through. Let me peruse and consider and I will have an answer for you tomorrow. In the mean time be thinking about a back up.


Hi, I'm interested, but not if you are going to insist on the so-called ten minute background. I find it too constraining and have no wish to waste my time, so the question is, how essential is it to you.


You are welcome to detail a character without one, but I am looking for characters, not just stat blocks. I see the 10-minute background as a writing framework to assist in creating a well fleshed out character.

If you feel like you don't need the scaffolding to build a character that is more than just hack and slack please submit one for consideration. The decision will be based on the quality of RP material and cohesion in a team (I won't be selecting a team of 5 sorcerers...would rather not GM over a set of glass cannons destined to TPK).


Hunter is fine tho, I hope?

It would be perfect if Shifter was allowed. Two-animal pack, basically ^////^

If not... prob. will make an warpriest.

Another question, can we refluff traits? Some of these are really potent if we just use different fluff (for example, Adopted -> Tusked as an genetical defect. Or pair of fake fangs made out of metal.)

Also, variant multiclassing? (Also for bite attack or something. Wolf-scarred curse on half-werewolf? How isn't it awesome)


Is this Golarion, by the way?


Strength: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Dex: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Con: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Int: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Wis: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Cha: 2d6 + 6 ⇒ (6, 1) + 6 = 13

Pure beefcake it is, then.


@Vasarde- I generally do a home brew world that uses the standard materials, world build as I go. The adventure book we are using is not setting specific.

@neko hunter and warpriest are both fine. I don't want to dig into the mess that is alternate multi classing, so we are going to pass on that.

I like using the fluff as is generally, unless there is a compelling story reason to change it. You seem to be working really hard to get a full time bite attack. I don't think it is going to happen.

Still looking at the shifter race adaptation. More to come soon.


So looking through it I think Eberron's shifters ultimately exhibit some of the power creep that was rampant in later 3.5 materials.

I think a shifter would be possible, but I would have to DM fiat some erratas on the race you pointed me to. Also, I worry that since none of the shifter feats are in pathfinder you will be limited on some character options you will be wanting...we can approve them one at a time, but that could become a little tedious.

Having said all of that. Here are the DM fiats I would require:

1)I am not a fan of +natural armor bonus full time at level 1...Because of this, child of the pits is in need of a rewrite.

Child of the Pits: Some shifters are raised to fight for other's amusement from the moment they learn to shift. They gain a +2 racial bonus to Intimidate and a +2 bonus to CMB. This bonus is constant and stacks with any bonus gained from shifting. This racial trait replaces child of the wild.

2)The race is pretty close to par without shifting...adding the shifting SU to it is giving one of the most powerful 1/day racial spell like abilities in the game. It's going to need an overhaul.

a)The natural attacks gained are op/op...let's tone that down a bit. All natural attacks shrink by one "size"...1d4 becomes 1d3...1d6 becomes 1d4.

b)The ability bonus that comes with the shift is a little overbalanced, because the race already has a + physical. Here's what I think, change the Ability Score Racial traits to +2 Wis, -2 Chr. (dropping the +dex). In exchange you will get a little more versatility, you can select two shifter traits...although you still only get 1 shift per day.

c)Finally I think some of the traits need a little more drawback, for both flavor/mechanics reasons as well as balance. I see the oracles wolfscarred curse being a perfect inspiration for this.

Longtooth incurs a 20% spell failure chance for spells with verbal components. On failure, the action is lost, but the spell is not. The silent spell metamagic feat can negate this chance.

Razorclaw and Truedive incur a 20% spell failure chance for spells with somatic components. Same failure stats. The still spell metamagic feat can negate this chance.

Swiftwing incurs a 50% spell failure chance for spells with somatic components. Same failure stats. The still spell metamagic feat can negate this chance.

That's it. As any good Gm would I reserve the right to make further changes in the future (both buffs and nerfs) as necessary to ensure balance, fair play, and fun for all.

I hope you don't see these changes as too nerf heavy, but I think it is necessary to balance against the core races. I am open to thoughts and feedback, either publicly or through PM.


long one:
Wolfscarred curse is *intentionally* unbalanced in favor of player's enemies. It's because it's, well, curse. Oracle is cursed in way that give big con and some kind of boon that outgrows con over time.

For comparison:
- Ghoul, Dragon bloodline sorcerers: Claw attack. No somatic penalty.
- Serpent bloodline sorcerer: One of coolest bite attacks EVER. No verbal penalty.
- Toothy (alternate half-orc racial trait): 1d4 bite attack. No penalty. Replaces Orc Ferocity.

Now, take look at bloodrager's dragon bloodline. Its claws are stronger because it's temporary. Like with shifting.

It's unfortunate I've told you about wolfscarred oracle, heh.

One shift... holy hell it's true they changed it lol. Well, seems like it's burst kind of ability then.

This race is, without shifting, 5 RP race. IIRC goblins have more. Goblins. Yep, they are cool, but that doesnt mean they are strong right? XD

On AC bonus:
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Example of something stronger than AC that doesn't apply against touch attacks. :P
Don't get me started on gnomes who are able to get infinite spell-like abilities when they are in favoured terrain.

What I'd suggest:
- Indeed, remove Dex bonus. It doesn't make sense to be for all kinds. Cmon, agile were-boar? However, move shifting ability bonus to all-the-time category. Why?

Because with these nerfs, this race would be:
Humanoid (0), Medium (0), Normal Speed (0)
Stats: While not shifting it's +2/-2.... prob. an (-1 RP)
Standard Language
Low-light Vision (1)
3 skill bonuses (3x2)
Shifting is limited (can be used in one combat per day unless using certain feat) so it would probably halve cost of stuff that's in it...
Changing stats to normal array (+1/2 RP)
Adding abilities worth 1-3 rp (+1/2-3/2 RP)
Adding abilities worth 1-2 rp (+1/2-1 RP) - only one ability is worth more.

Soo.... resulting race is... on par of human. Why? Because they think that stat bonuses are worth more than natural attacks.

...g!~@~#n. This is silly. IF they were priced at +1, or even +1.5 (some +2 bonuses are good), it would be clear how inferior this race is XD


Proposition:
Spoiler:
(compared to one that's online)
Move shifting ability bonus to replace dex.

Stuck: You are stuck between two forms.
It let you have shifting bonus permanently, but it's nerfed. Like all natural weapons you gain without limit, damage die go down by one size. All bonuses are halved (including movement speeds). Exceptions:
- Wildhunt doesn't work with this alternate racial trait
- Dreamsight gain only Speak with Animals. (in case you think its too strong, I'd like to remind you gnomes can get it for free - bleaching)

That alternate trait also give you -2 penalty to diplomacy (because your nature is easily visible), -10 penalty to disguising as human. It replace shifting. (this way we have clear 8-10 rp race that's on power level of other races... just kidding. 6 of rp points come from 3 skill bonuses)

I am NOT using this alternate trait. It's not what I want. It's just so you can see what power level of shifters is. *snicker*

Bloodshifter: Bloodlines are strong in you, even when not tapping in their power.
Pick sorcerer bloodline. You get first level power of that bloodline (note: comparable to one feat) at power of your character level -2 (min 1). It's power must be similar to your shifter trait.
This replace all your skill bonuses. In addition, your low-light vision works only while shifting.
While shifting, you tap into your blood heritage. Your sorcerer level for purpose of bloodline is equal to your character level. Natural weapons grow by one dice (to match shifter traits).
Special: If you become sorcerer, bloodrager, your bloodline power acts as if it was at combined level of these, if it's benificial for you. While shifting, it's power increases by 1 level (doesn't stack with other abilities increasing bloodline power above character level, such as traits)

Here we have interesting tradeoff. 3 skill bonuses (6 rp) for static bonus feat (Eldritch heritage) (2 rp) and it getting expanded to act in more rational way (2 rp?). Additionally, low-light vision get nerfed. Would probably pick this one. Resulting RP cost: ~~7.5 points.


*snicker* this one took long to write lol.

*edit* Oh, right. Shifters took another hit in PF conversion. They no longer treat some of monster feats as shifter feats (still get rounds off it, but no prerequisite benefit)


...Just noticed part where you mentioned feats. There is conversion here.
https://sites.google.com/site/eberronpathfinder/conversion-info/feats/shift er-feats


I am very frightened by this Bloodshifter alternate trait you are proposing. Shifting by itself is already a racial ability that scales in a minor way with level (duration goes up). Most racial traits don't scale with level, with the exception of spell like abilities, caster level on those scale. But the spell like abilities are generally are very situational.

Changing the Eldritch heritage feat so that Shifting unlocks the full potential of the sorcerer blood line ability creates lots of opportunities for abuse.

At level 1 this race would be fine, but you would quickly outstrip other races as your character level went up...you are essentially getting a class and a half.

So I will give you your choice. We can approve this as is (with one caveat, below) for a test run, because beta testing is really the only way to see the interactions. Know though that nerfs would be coming at some point if we extend past the first adventure.

The caveat: On the "It's power must be similar to your shifter trait." I am having trouble lining up bloodlines to shifter traits.

To approve as is I need to see a one to one match up of shifter traits to bloodlines that we can discuss. At least of the shifter trait you are planning on running. If you weren't already running hunter I would actually recommend the Animal Focus ability instead of Bloodline as a good match up. The stat bonus abilities would have to be replaced since shifting already gives you those, but it seems like a more natural match.

The other side of the choice is to just veto now and go back to the drawing board. If you are still looking for a nature themed race I could approve an off the shelf cat-folk, Tengu, or Vanara. Even Kitsune isn't too terrible.

Tengu and Kitsune even give you that natural attack you were looking for.


Draconic/Ghoul Sorcerer/Abyssal - claws

Serpentine - Bite

Harrow - Not full match, but fluff-wise perfectly match Dreamer one. Divinations and commune with animals.

Imperious (no sense in it being human-only), Rakshasa - Wildhunt (both are skill-based)

...I'd swear there were more of these. But... it's good. It SHOULD be limited.

Oh, right.

Bloodrager Undead - Gorebrute (Gore attack is associated with charge) or Longstride (speed-charge)

These are only ones that really match together.

As for Animal Focus: We might always add alternate "Instead of normal duration, shifting happens while under effect of Animal Focus. Shifter feats add +2 rounds of animal focus (unless total of 10 rounds is added, these must be attached to normal use of animal focus)."

...Or we COULD make the benefit animal focus (but we would have to decide on duration, like with Hunter prob..). Would shift to Druid.


Concept, away. Working on the mechanical details now.

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.[/spoiler:

He’s massive. He’s over seven feet tall, weighs over 300 pounds, and has punched a plate-clad fist through wooden tables before.

He isn’t very well-learned or necessarily intelligent, but he’s surprisingly clever, and plays that particular card very close to his chest. He knows how he comes across between his massive size and skills at killing things, so he plays up this image of him as a simple-minded brute in case he ever needs to make a hasty retreat from a situation and needs the added level of protection being underestimated can provide him.

His name is Raivin. That’s all it’s ever been. Nobody where he’s from bothers to keep track of family names, since weddings cost money, and nobody’s got that and most children aren’t products of their parent’s love; more often than not they’re products of their parent’s business. Raivin was no real exception. Kids that are born in the part of city of Cascade called The Hive grow up to be adults in The Hive, and those are simple people, really: they band together and kill a lot of people or they hide and hope they won’t get killed. Any money to spend on food, housing or company is earned by force or by subtlety or by groveling. They say “people go from The Hive to the hells on holiday and decide to stay” and it’s not hard to see why.

Cascade is a city that invites corruption. The largely laissez-faire approach to economics in the city of silk and rum (named for its access to the Southern Sea, making it a crucial point of entry for sugar-based products such as rum and the only route through the mountains separating the large-scale silk farms of the southeastern peninsula from the west) and the massive amounts of gold and goods flowing through it combine with a notoriously heavy and burdensome system of bureaucracy and bribery make the underground economy equally bloated and irremovable.

Being almost 5 feet tall at age seven, Raivin was of course sought out by many of the gangs in his home. Being seven, he was rather naive, and got himself into trouble quickly. One of the leaders had his hands smashed, his legs broken, and his body poisoned, then he was dumped into a trash heap. Raivin survived, and crawled his way to safety to recuperate, but his legs never set properly and his fingers were too greatly damaged for any hope of recovery beyond gripping his weapon and his physical constitution is far from what it once was, though still beyond what most people have in that regard. It’s still a touchy subject to this day, and he refuses to talk about it with almost anyone.

He left The Hive at the age of 11 to become a bandit and to grow strong enough to overcompensate for his injuries and bring hell back with him and destroy the groups that crippled him. He instead found a leaflet for potential mercenaries in a far-off city, stole a suit of mail in the Upper City in Cascade and he left for Wellspring.

2) Two goals that you'd like the character to accomplish in-game.:

He wants revenge and is mostly concerned with looking out for number 1. I’d like him to get over that by coming to form a legitimate trust with the group.

He wants to recover his lost vitality and see how much better he would have become if not for his crippling. Mechanically this will probably be translated by gear that boosts his CON and DEX.
3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

His personal biggest secret is his cunning and his tendency to build contingency plans. He trusts his massive size to convince people that he’s a simple-minded brute while also constantly assessing what they can or can’t do for him and how he would defeat them if necessary or escape from the situation he presently finds himself in.

The thing he doesn’t know is that his main goal in life: vengeance against those who wronged him and to turn The Hive into a pile of ash is utterly meaningless now. Cascade has since purged The Hive of all the gangs that ruled in his day, a priest and several entrepreneurs are trying to build it into a newer and thriving part of the city. He’d likely not care at this point, since his calculating nature is usually abandoned in the face of the traumas of his childhood, and he wouldn’t trust anything he didn’t destroy himself to stay buried when it comes to that place.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.:

Gerrick Kein was a ranger who travelled alongside Raivin between Cascade and Wellspring. They got along well enough, killing bandits, hunting for food, and surviving more readily together than apart.

Michaelis was a thug who led the coalition of gang leaders to smash Raivin’s hands and poisoned him in an attempt to kill him. They did this because Raivin had somehow botched a job for Michaelis without even knowing how. This betrayal led to Raivin leaving Cascade in order to return to kill Michaelis and his conspirators and burn The Hive to the ground.

His mother’s name was Diann. She was a streetwalker, a worker of the night. His father sold hats, and poisons if you knew him and spent his money on Diann more often than not. He hasn’t spoken to Diann in years, and his father in a longer time still.

5) Three key memories that define your character as the person they are at the time of submission.:

The first time he fought someone for Michaelis: Raivin rolled over. Yes, the man in question was a halfling, but they live for a long time, and Raivin was yet a child. That being said, he was a big child, so he had the upper hand in grappling. A small foot found its way to Raivin’s groin. He collapsed, gasping. “Look, youngin’ I en’t hopin to kill a child. Ye’ve yet some time to grow up. Make somethin of yesel-OOF!” a kick from a large child into a halfling gut was still vicious. The man doubled over and Raivin clocked him with a candlestick on the table, knocking him near unconscious. “Michaelis wants his money by Tuesday, little man.” He walked out of the house. He had enjoyed himself despite the bruises he now undoubtedly had. He walked back to Michaelis’ hideout, hoping that since he fought this time, Michaelis would give him some food.

The time he left Cascade for the first time:Raivin had never been outside the city before, and it was awe-inspiring.Everything was so far apart, and the horizon - that’s what they call it right? - was miles upon miles away. What people there were seemed to be moving with purpose, so he supposed they must know where they’re going, but how? There are roads going everywhere, and everything looks the same.

The time he was beaten and crippled: Raivin wandered into the hideout where he met with Michaelis and was immediately grabbed by two half-orc thugs he had seen speaking with Michaelis before. They didn’t listen to his pleas and cries as they dragged him outside. There, Michaelis poured a potion into his mouth; it tasted horrid. He was laid down on the cobblestones and held fast. A hammer was brought onto each of his hands. Corkscrews were drilled into his feet, and deep cuts were made along his hamstrings. His legs were pulled out of their sockets at the knees and his fingers were as well. Everything was pain and dark for a while, but when he came to, Raivin was laying on a trash heap. He survived, barely, and pulled himself into an abandoned house. He ate rats and pulled himself back together through sheer force of will, though his body hasn’t fully recovered. Eventually he made his way back out into the world, and decided to run until he had found a way to bring himself back to 100% of what he could be.


Gold: 5d6 ⇒ (4, 6, 4, 1, 6) = 21*10=210


I'm interested.
Str: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Dex: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Con: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Int: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Wis: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Chr: 2d6 + 6 ⇒ (1, 5) + 6 = 12
20-pt buy for me.


Planning on closing recruitment this Friday, the 6th. Here is a summary of applications so far...

Completed:

None

Crunch done, waiting on Fluff:

None

Fluff done, waiting on Crunch:

Derz

Interest expressed, waiting on Fluff and Crunch:

Junelee
Nekomimi^w^
Vasarde
Gavmania
Critzible
Fallen_Mage
The Archlich
ElegantlyWasted

I think that is everyone. If you have questions while building out your character please let me know.

@Neko - I know I owe you a post to continue discussing shifters. Hopefully will get that some time today.


I'm going to have to withdraw my 'application'. Life decided to roll a max crit me with a sledgehammer.


Hmm. I'm looking for a game to play in beside my GMing. This might be it, if I make it in.

2d6 + 6 ⇒ (5, 5) + 6 = 16
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 4) + 6 = 16
2d6 + 6 ⇒ (2, 1) + 6 = 9
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (4, 4) + 6 = 14

We'll see.

Edit: Huh. That's lots more playable than I'd dare hope for.

Druid, I think. Domain Bond, and with Plant(Growth) domain.

Druid Money(If I get lucky, there's lamellar horn armor in it for me): 2d6 ⇒ (4, 3) = 7

Ah well. Can't make it all the time. Leather lamellar is still good.


@Neko - This is my last pass at Shifter. So this or a different race.

Shift can be played as is with three changes.

1) Standard racial stat adjustment is +2 Con -2 Chr. A shifter's body is made hardier through the shocks that their systems take from being able to shift at an early age, but their changing and sometimes monsterous appearance can make them outcasts amoungst other races.

We are dropping the dex because not all of the shifter traits really tell the story of being lithe and fast. Wisdom doesn't really seem to fit either. + to con is a nice boost for almost everyone and - to chr would be a dump stat for most (but not all) classes.

2) The child of the pit alternate racial trait reads: "Some shifters are raised to fight for other's amusement from the moment they learn to shift. They gain a +2 racial bonus to Intimidate and a +2 bonus to CMB. This bonus is constant and stacks with any bonus gained from shifting. This racial trait replaces child of the wild." Still don't like armor bonuses as a racial trait. AC comes up more often than saving throws over the course of a character's life.

3) I don't like that Incremental Shifting makes Shift to be nearly on par with class features. I am replacing it with this feat:

Multi-shift - Prerequisite: Shifter, at least 1 other Shifter feat
Benefit - A Shifter can activate his shift ability a number of times per day equal to 1/2 his Character level + 1, to a maximum of 11 times per day at level 20.

Activating and deactivating the ability is still the same kind of action. Unlike other shifter feats, this feat does not increase the total duration that a Shifter can Shift per day.

Other than that I am okay with the race as it is stated on https://sites.google.com/site/eberronpathfinder/conversion-info/races/shift ers. I don't think it needs any other ART like bloodline shifting. Anything we did would replace the standard shifting and require a lot more work and balance.


Gerald
NG Half-elf Nature Fang Druid 1
Initiative +5; Perception +13, LLV, Darkvision 60ft.
Hp 12 (1d8+4)
AC 17, T 13, FF 14
Fort +5, Ref +3, Will +6
30ft.
Quarterstaff +3 or +1/+1, 1d6+3/+1
Sling +3, 1d6+3(50ft.)
Druid Spells Prepared(CL 1)
0(DC 14) - Create Water, Light, Stabilise
1(DC 15) - Enlarge PersonD, Shillelagh*2
Str 16, Dex 17, Con 16, Int 9, Wis 19, Cha 14
Feats - Two-weapon Fighting, Skill Focus(Perception)
Traits - Dirty Fighter, Warrior of Old
Skills - Diplomacy +6, Knowledge(Nature)+3, Perception +13, Profession(pick-pocket) +8, Sleight of Hand +1
Special Abilities - Adaptability, Blended View, Elf Blood, Elven Immunities, Enlarge 7/d, Keen Senses, Plant(Growth) Domain, Spontaneous Casting, Studied Target +1
Gear - Leather Lamellar Armor, Quarterstaff, Sling, 10sling bullets, 9gp, 9sp


@Olaf

Regarding your traits, I did say earlier "I gave this some thought, but did not post it previously. Players may select 1 trait and 1 alternate racial trait for their characters. If these are selected they must be worked into the character bio. Like with the weaponry they cannot just be selected for Min-Max purposes"

So you have your one Alternate racial trait in Blended View, but you did select 2 traits. Going to need to ask you to choose between Warrior of Old or Dirty Fighter.

Other than that I would just ask that you have your alternate combat forms stated out for ease of reference. What do your combat stats look like when you are enlarged? shillelaghed? enlarged & shillelaghed?

PS - I know the enlarge/shillelagh cheese trick. Please keep in mind that this is not going to be a simple hack and slash campaign. There will be role-playing as well. If you are in it just to see huge damage rolls you may be disappointed, and as a GM I don't want that.

Having said that, I am pleased that you aren't starting off with an oversized quarterstaff just to eek out that last little bit of damage.


Cheese trick?

Eh. I think I'll just drop interest. You guys have fun though :)


Sent you a response via PM.


Hope this game gets off the ground. Finished an alias here.


Here is the new update of statuses:

Completed:

Derz (Aka Raivin)

Crunch done, waiting on Fluff:

None

Fluff done, waiting on Crunch:

None

Interest expressed, waiting on Fluff and Crunch:

Junelee
Nekomimi^w^
Vasarde
Gavmania
Critzible
Fallen_Mage
The Archlich
ElegantlyWasted

Planning on posting this daily if there are any changes to the statuses.

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