Roll 20 Rise of the Runelords Anniversary Edition


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Join me and your fellow players on a quest that is sure to leave legends in your wake. You and your two companions start as big fish in the small pond of Sandpoint, but who knows where your adventures will take you.

This is a playtest of my own homebrew system intended to be fully compatible with unaltered Paizo Published Material, powering up the weaker roles [with a little candy for the stronger ones] considerably reduced the Standard Party Size from four to three. Whether we use Text Chat or Mic Chat is up to the consensus of the group, though I do have a slight preference towards Text as something I can reference back to.

I may be running two separate groups to handle scheduling.

Please post your rough character concept [in terms of theme rather than class] and available schedule in your introductory post.

Thanks, I'm looking forward to playing with you all.


Heya kyrt-ryder. Posting in here by your recommendation.

I have no problem with either text or mic chat. My schedule is really only every other Sunday.
As for character concept? I typically play a character who uses a 1-handed weapon and a shield, though have no problem playing a spellcaster. Background almost always consists of the character being a former smith (blacksmith, armorsmith, weaponsmith). Even played a wizard once with that background (transmutation master who took magic item creation feats). I also like having an animal companion or familiar many of the times as well.


I am happy to play any AP
My schedule is 9am to 3pm pacific weekdays, weekends can be made flexible, hopefully, however I occasionally have funny work hours on weekends.
I will get back with a character concept shortly


I would like to play a shapeshifter. Partial and complete. With a mechanic similar to a kineticist. He can physically alter his body to improve his prowess in combat or to give himself means to deal with problems (grow wings to fly, monkeys hands to climb, etc.) but doing so causing him physical harm as well. He possibly gains the ability to morph other people and animals and such.
Possibly nature related spells from the druid spell list, but a very selected range and only minimal levels.

However, rather than "bam, wings feathers and all" it is more a painful manipulation of his own bones and muscles. That is why it causes difficulty for him physically.

I hope that all makes sense.


Sounds good Jarhead, go ahead and pick out a name.

I will hold off on forging characters until we have at least two people for a time slot.


As a note if any of you know anyone you think might enjoy this game don't hesitate to invite them.


To where would you like us to link them?
Also name wise, I am thinking backstory, he couldn't control the growth as he aged and as such she was supposed to be killed, but his father couldn't do it when he took the boy out of town, and instead let him go, killing and mutilating an animal before burying it so the villagers would think the deed done.
Somewhere in ustalav maybe?
It has been so long since anyone called him by his name, he doesn't remember it consciously anymore

Or is that all a bit to cliche


Its fine, but he needs something he tells people to call him, be it a name-style name or a self-given title or something.


Agreed, I shall think. What is the most common name in your world?


Jo (its an abreviation of a dozen different names, male and female.)


She is a he or she, no gender really. Is that alright with you?


Rise of the Runelords for Tuesday Night is Full.

We currently have 2 players that I know of that are good for Every Other Sunday, AP yet to be determined, and one who is good for 9AM-3PM weekdays Pacific time.

I am going to call that good, any more than 4 AP's is going to be too much. Listing open time slots below.

Every Other Sunday: Needs 1:
9Am-3Pm (note the game doesn't have to start at 9, it might start as late as noon, though 11 or earlier would be better): needs 2

Rise of the Runelords Tuesday Night: full

I will accept backup player submissions for full games.


Jo The Traveler wrote:
She is a he or she, no gender really. Is that alright with you?

Totally alright. I put you in the Every Other Sunday Game.


I am the guy who pmed you for 9am to 3pm

Grand Lodge

I am significantly interested in your every-other-sunday but I can't commit today, so right now I am adding a 'tentative' mark there for a day or two - if someone who already knows they're good for it chimes in before that, let them take preference.

For APs, I will note that I have played most of RotR, the middle parts of Carrion Crown, I run (past and current) Reign of Winter, and am now in the first bits of Kingmaker. I did a couple sessions of Skull and Shackles but never left book 1; someone was using Shattered Star mixed with a home campaign, but we didn't get past Book 1 material for that either.

Couldn't tell you concepts until a game was settled, because my filing drawer of half-thought-up characters overfloweth in my mind. :)

Again, if someone jumps in more solidly before I come back to this thread, feel free to grab them and I will join the wait list for the sunday spots.

Edited in: While I can mic, I am significantly more a fan of text.


Oh whups haha my bad. Juggling 3 rrcruitments right now.


That is why I thought I should remind you


Thanks, much appreciated.


Self Quoting myself from the other thread.

Kyrt-Ryder wrote:

Alright, I'm going to go ahead and post a list of Playgroups along with their schedule and composition [in part to help me stay organized and in part to make it clear to everyone who is part of which game.] As a note, reserve players are welcome for each group if you want to.

Rise of the Runelords Anniversary Edition [Tuesday Evening]: John Napier playing a Redeemed Succubus Cleric with ranged support and holy healing/harming fire, DungeonmasterCal with a Swashbuckler type [complete with Grit] and TriOmegaZero with a reformed Bandit Scout.
3/3 players

AP Undetermined [Every other Sunday]: Adjule leaning towards a Shield-bearing Hero (if you wanted to explore shield as an exclusive weapon we could do that too, just a headsup), NicolasVillalpando with no concepts presented and Farindor as a tentative participant with no concepts presented.
1 confirmed player with presented concept, 2 possible players

AP Undetermined [Any Weekday within the time-frame of 9AM to 3PM Pacific Time]:
Jo the Traveller with a Shapeshifter, remaining two slots unspoken for.

1 confirmed player, 2 empty slots.


Exclusive shield weapon would be interesting. I wouldn't be adverse to that.

As for APs: I played through about 3 books of both Second Darkness and Crimson Throne, attempted to run Kingmaker and Carrion Crown, and played through Wrath of the Righteous. The APs I would like to try out are Runelords (I know you are already doing this with the Tuesday group), Giantslayer, Jade Regent, Curse of the Crimson Throne (honestly, all I remember is the opening bit, but I can seperate player and character knowledge), and Mummy's Mask.

I'll have to look at the Hero you linked in a previous thread, to get a full concept. Also need to look through my 1200+ images I saved of character inspiration to help me out.


Giantslayer sounds awesome. Jade Regent and Curse of the Crimson Throne are also choices that particularly appeal to me. Especially since Curse of the Crimson Throne is getting a Pathfinder Update.

Though we're waiting on the rest of your group to achieve consensus on an AP [I'm rather neutral, with the one exception I don't want to repeat Shattered Star. I'd even be ok doing another RotL, since I've seen so many potential divergences in the story of that one.]


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Alright, here is that set of links I promised earlier.

As a brief reminder, these are a work in progress and somewhat in flux. Please bear with me as these rules continue to evolve into something better.

Ability Scores
Bear in mind these things are literally exactly what the ability scores do and *all* that they do. They do not add to skills, they do not add to attack rolls, they do not add to AC or Saves or anything else. They're very minimal by design.

Archetypes
These are the basic foundations of your character. Three Archetypes, from which an infinite number of Paths can be carved. [A Path being a character's individual theme/goal, and can evolve during level up when crossing into a new tier.] Speaking of tiers, a bit of expectations for characters as leveling occurs.....

Tiers of Play

Skills
Reminder: each of these skills is an entire skill you get in its entirety for taking with the exception of Knowledge.

Everyone gets 1 Knowledge for free for existing, +1 per point of Intelligence Bonus. Taking the Knowledge skill nets you three more.


So ranks don't increase skill rolls beyond making it a "trained" skill?
Rather they function somewhat akin to unchained skill unlocks where they allow new uses of the skills?

Also, I wanted to confirm ability score rolls, I believe in the other thread you said 12 sets of 3d6, take the highest 6?

kyrt-ryder wrote:
NOTE: I'm presenting the link to the Ability Scores and what they do, as well as the link to the Skills below. I use 3d6 twelve times take the best six results, but take a liberal approach as GM to hand out a bit of bonuses if need be.

I will roll here now just to get that out of the way

3d6 ⇒ (6, 2, 6) = 14
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (3, 2, 6) = 11
3d6 ⇒ (2, 1, 3) = 6
3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (5, 2, 6) = 13
3d6 ⇒ (2, 1, 2) = 5
3d6 ⇒ (6, 5, 1) = 12
3d6 ⇒ (6, 5, 6) = 17

Highest 6 are: 17, 16, 15, 14, 13, 12
That just looks funny

Different topic
The acrobatics skill adds different things you can do as you put more ranks in it. With knowledge you get 1 at your level for free, 1 more per point of intelligence, and 3 for a single rank in knowledge.

Am I understanding that correctly?


Jo, the Traveler wrote:

So ranks don't increase skill rolls beyond making it a "trained" skill?

Rather they function somewhat akin to unchained skill unlocks where they allow new uses of the skills?

It's both. A trained skill has a higher bonus to attempts than an untrained one, and a trained skill outright grants various abilities and the ability to roll to attempt others that those who are not trained [or trained at a lower level] cannot.

Quote:

Also, I wanted to confirm ability score rolls, I believe in the other thread you said 12 sets of 3d6, take the highest 6?

kyrt-ryder wrote:
NOTE: I'm presenting the link to the Ability Scores and what they do, as well as the link to the Skills below. I use 3d6 twelve times take the best six results, but take a liberal approach as GM to hand out a bit of bonuses if need be.

I will roll here now just to get that out of the way

....
Highest 6 are: 17, 16, 15, 14, 13, 12
That just looks funny

It does look funny, but kind of cool as well.

Quote:

Different topic

The acrobatics skill adds different things you can do as you put more ranks in it. With knowledge you get 1 at your level for free, 1 more per point of intelligence, and 3 for a single rank in knowledge.

Am I understanding that correctly?

You are misunderstanding one point [due to the flux of the rule system and edits I haven't made everywhere.] There are no skill ranks, there is trained or untrained. Acrobatics grants things to those trained in it as they level yes [same goes for most skills.]

You're completely right about Knowledge though [barring the confusion about ranks], you get one Knowledge Trained for free, one more per point of Intelligence Bonus and Three more if you take Knowledge for one of your Skills.


So the skill points per level in the overview doc are not skill points per level?


Thinking hero of soul or stamina.

roll 3d6 12 times and take the 6 you want? Let's see how that goes for me.

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

Wow, that's rather average. I have no problem with that. So, that would be... 16, 15, 14, 14, 13, 13.

What are the race choices, by the way?

Grand Lodge

Probably hero of grit or technique.

3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (4, 2, 6) = 12
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (6, 4, 3) = 13
3d6 ⇒ (4, 3, 4) = 11
3d6 ⇒ (3, 5, 5) = 13
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (6, 2, 3) = 11
3d6 ⇒ (6, 3, 3) = 12

15, 13, 13, 12, 12, 12

Well, I've had worse.


Jo, the Traveler wrote:
So the skill points per level in the overview doc are not skill points per level?

Yeah, those are plain skills, good catch. Thanks.


Adjule wrote:


What are the race choices, by the way?

Race is a personal choice, I've had everything from a redeemed succubus to a Medium sized child dragon.

Play what you want, I will make it work.


I am not sure I exactly have a base race.
I suppose I would have a base race though that my body gets manipulated around. Unless the class is "genetic" and affects his race, maybe the shape changer subtype on human


That's fine Jo, no reason your powers (limited by level of course) and race can't be unified. Simple matter of origins and choosing whether your char was born/spawned that way or the powers subsumed their initial species.


I like it being something she was born with. a mutation in genetics or possibly exposure to something during gestation or something


Sounds good to me.

I'm just contemplating how to find more players for your game. It's my favorite timeslot but so far it's just you Jo.


I have asked my GM from 2 of my other games if he wants an opportunity to play and he seems somewhat interested


Very cool, here's hoping they pan out. One more confirmed player for your timeslot and we'll start hammering out character details.


Did you think about putting a post in product discussion?


It's not ready for that yet, needs more polish


I have seen adverts for kickstarters there. You could probably get away with a call for players for an alpha playtest


I am curious as to which of the archetypes you might use for me


Jo, the Traveler wrote:
I am curious as to which of the archetypes you might use for me

Sure, activity on these threads has slowed down, we can start working on your character.

Which archtype we use depends on how you want to approach the character. Are you looking more for a martial approach, a magical approach or something inbetween?


Definately something inbetween.
Sort of the way the kineticist goes about its class abilities


I haven't used the kineticist, please go on about 'how the Kineticist goes about its class abilities' for me.


Ahha

Ok.
It has magical-esque abilities, that have no limits on use.
You can empower the abilities at the cost of your health, up to a certain amount of times per day.
So say they can launch a fireball, they can just shoot a normal one, or they can hurt themselves with nonlethal non heal-able damage to add abilities to it, like maximise it or give it toppling.
That damage heals with rest completely.
They can however spend extra time to draw power from the world around them, instead of themselves, so they dont have to damage themselves.

so they can standard action maxamise for like 3 nonlethal damage per level, or they can 2 full round maxamise it for no nonlethal.

Does that make sense?


Instead of gaining bonus feats and such, he gains utility talents and infusions.
Infusions are things like maximise and toppling, or the ability to turn his blast into a sword. Infusions change his blasts.
Utility wild talents are things he can do instead of blasts, like summon fire walls, or for an earth kineticest, move large clumps of earth and make difficult terrain.


It totally does. This might give me a chance to experiment with one of the more unusual styles of magic.

Open the mage document, read it and read the accompanying links.


Now the reason your question is hard to answer is because I want to use that "magical" ability to boost my own combat prowess and to help boost others, but give myself utility as well to solve problems.

Something like a druid that gives up a whole bunch of spells for more loose wildshape and higher BAB


Is BAB important to you? I was leaning towards either a Nature Dabbler or a Natural Mage (seriously, read the mage details and find the Natural Style of magic.)


I was thinking of a style somewhat between natural and ritual.
Focusing on the polymorph school. Type would probably be innate.

BAB is somewhat important, as I was planning on using the abilities for direct combat.

The magic side of things sort of being equal in power to 4th level paladin casting.

Let me try put this in pathfinder classes.
4th level spells like a paladin, only from the polymorph school and buffs that can be reflavoured to it, like bulls strength possibly.
Minor wild shape at will, with sacrificing health to add power to it a set number of times a day, that increases with level, much like the kineticist burn mechanic.
3/4 or full BAB

I suppose the closest class would be a ranger that sacrifices spells known, and bonus feats, and favored terrain, and favored enemy, to gain access to at will wildshape with limitations that can be surpassed by damaging ones self or by expending a long time on them


Healing is plentiful so health sacrifices isn't a mechanic I'd be interested in pursuing.

Headed to the store, I will ponder this and respond when I return.


By health sacrifices, I mean non-heal-able non lethal damage.
You sacrifice longevity for the whole day for a nova now.

However I understand.
Perhaps something like barbarian rage. Empower, but gain status conditions after

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