River Into Darkness Recruitment


Recruitment

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Silver Crusade

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The Vanji river meets the Fever Sea like an open wound, the iron-rich clay dying the waters rusty red. Legends hold that the blood-tinted waters issue from the wounds of the Gorilla King, who lives in the hearts of the dark jungle. The ramshackle town of Bloodcove clings precariously to the enormous roots and scaffold-wrapped trunks of a gigantic mangrove tree that grows at the edge of the river mouth. This port maintains its existence between the laden trade ships with their cargoes of kahveh, ivory, precious metals, and exotic woods from the interior, and also through the customs paid by the visiting pirates from the Shackles offloading stolen goods and booty.

Expeditions up the river for the rare commodities the jungle holds end in disaster as often as success, but the lure of a quick fortune ensures a steady flow of traders and speculators despite the danger. Whatever their goals, all who head upriver leave port with one final admonition from the locals ringing in their ears. “Anything can happen on the Blood“
-Pathfinder Chronicles

Silver Crusade

Greetings, I am looking for 4 (or so) PCs to play through River Into Darkness. Given that this was written as a 3.5e module, it will be a little supe’d up and modified, though much of the original plot will remain in place. The overarching theme of the module is a jungle cruise follow by some on-land jungle intrigue. Recruitment will close on January 19th, though perhaps earlier if the pool is already deep.

---Character Creation:---

  • 4th level characters (leveling seems unlikely during this module)
  • 15 point buy, no final stat below 8 (after racial modifications)
  • Allowed Races: Core races (All); Featured (Aasimar, Catfolk, Fetchling, Ifrit, Oread, Ratfolk, Sylph, Tengu, Tiefling, Undine); Uncommon (Changeling, Grippli, Kitsune, Nagaji, Sulis, Vanara, Vishkanya, Wayang)
  • Unchained classes are ok – can’t mix chained and unchained stuff except where expressly allowed
  • Emerging firearms rules are in play – see spoiler text – must take Gunsmithing, early firearms only
  • Chained Summoner only
  • Variant multi-classing is ok
  • No technology stuff (apart from early firearms)
  • No large mounts – you will be on a small-ish boat for a long time, this is not the right campaign for large mounts (small character with a medium mount is probably fine)
  • 2 traits (no wealth enhancers – e.g. Rich Parents) - Race, regional, story, etc. traits are only open if applicable to your character
  • 1 bonus campaign trait – See ‘Background’ below
  • 1 drawback is ok as long as you are committed to roleplaying it up (same applicability restriction as above)
  • Feats: Race, regional, etc. feats are only open if applicable to your character
  • Spells: Race, regional, story, etc. spells only open if applicable to your character; No spells sourced from other Adventure Paths / Modules (e.g. Blood Money)
  • HP / level: Max hp for 1st level, roll for your remaining levels (If you are chosen, and you would like to roll off for Hp, we will do that before starting)
  • Pre-Game Crafting: 1 item max; You must be able to make the DC by taking a 10, including any situational bonuses or circumstance bonus items, provided you buy the item and have the spell. You must still pay the associated costs.
  • Gold: 6000gp
  • Basic clothing is free and doesn’t count against carry weight
  • Alignment: No evil; Chaotic Neutral is even sketchy
  • Source Material: All Paizo non-AP/module specific is ok. I tend to heavily use the Paizo PRD site with PbP games, and so I probably have bias towards stuff available on there, but feel free to use the other cool stuff you own …
  • 3rd Party: Path of Shadows - feats & spells are only open for Nightblade class, archetypes/variants from this book.
    Why only this one?:
    Simply because I happen to own it and have checked it out. If you own it too and wanted to give it a shot, here is your chance. If you don't already own, I don't recommend buying it just to try and make it into this game. Though, it is a pretty cool shadow themed class if you have GMs that allow 3rd party stuff.

---Backgrounds:---
[-] Feel free to keep your initial background short and sweet, you can expand later – there will be lots of roleplay opportunity throughout
[-] Feel free to reuse an alias
[-] Please tie your background into one of these bonus Campaign Traits

  • Finding fortune – You’ve heard about the vast fortunes pouring out of the Mwangi and have come to earn your share. Gain a +1 trait bonus to a single Profession of your choice. The chosen Profession skill is always a class skill.
  • Freeman - You escaped from servitude of a vicious pirate captain on the Shackles by taking your chances in the sea. Gain a +1 trait bonus on Swim checks and Swim is always a class skill.
  • Bloodcove Local – You were born and raised in Bloodcove. Choose Knowledge (Local), Profession (any), or Diplomacy. Gain a +1 trait bonus and chosen skill is always a class skill.
  • Surveyor – You work for a local trade guild (rival to Aspis) to survey lands for possible new opportunities, exploration, etc. You can make untrained Knowledge (Local, Geography, and Nature) checks. Choose one of the three and receive a +1 trait bonus.
  • See the sights – You are motivated by travel, history, and exploration. Choose Knowledge (History) or Linguistics and gain a +1 trait bonus in the chosen skill. If Knowledge (History) is chosen, it is always a class skill.
  • Bloodcove Missionary – you’ve come to Bloodcove to spread the teachings of your deity and help people. Choose Heal or Knowledge (Religion). Gain a +1 trait bonus and chosen skill is always a class skill.

Emerging Firearms:
Emerging Guns: Firearms become more common. They are produced by small guilds, lone gunsmiths, dwarven clans, or maybe even a nation or two—the secret is slipping out, and the occasional rare adventurer uses guns. The baseline gunslinger rules and the prices for ammunition given in this chapter [of Ultimate Combat] are for this type of campaign. Early firearms are available, but are relatively rare. Adventurers who want to use guns must take the Gunsmithing feat just to make them feasible weapons. Advanced firearms may exist, but only as rare and wondrous items—the stuff of high-level treasure troves.

Mechanics / House Rules (my common ones):
  • Hero Points: You will start with 1 Hero Point, and have the opportunity to earn more through both roleplay and doing heroic things. It can only be used to give Advantage or Disadvantage (you can have yourself or someone roll twice and take best result or you can make me roll twice and take worst result)
  • Death: You have until the start of your round before you perma-die when at –Con or below (you cannot roll to stabilize once you are at –Con or less).
  • Constantly using ‘at will’ abilities/spells will fatigue you (i.e., don’t abuse Detect Magic, Cackle, etc or it will abuse you )
  • Your adamantine spoon (or whatever) cannot circumvent a dungeon – not likely to be an issue on this trip anyway
  • Knowledge, Profession, Craft Checks: You may petition for any of these to glean general information about an applicable subject. The DC may be higher than it was for the original called-for checks.
  • Knowledge for creatures: I will determine rarity of creature to set DC, likely based on description text and environment/region encountered (DC may not always be CR based).
  • Detect Magic & Magical Traps: Magical Traps detect as magic only if there is some magical device involved or residual spell effect (like symbol or glyph).
  • GM Rolls – Some of the common rolls I will make are perception, initiative, and saves – generally associated with encounters. Please make sure these bonuses are clearly available on your sheet. There are times I will roll in complete secret, as called for with certain checks, but mostly I will include my rolls in a spoiler block.
  • Feel free to read spoiler blocks not intended for you (if they are from me), just don’t account for them in your reaction. The best way to separate this is to react first as you would and then read spoilers later for flavor.

Game Style:

Post Rate: I cannot commit to daily posts, nor will I ask you to. I am not in a rush. If you are going to be frustrated by a story that occasionally advances only once a week, then this is not the campaign for you.
Motives: Your character will need to have a reason to accept a proposal to go on a jungle cruise and defend a trade station
PMs: I may use PMs when appropriate. Feel free to PM me anytime you would like to share something only to the GM.
Length: I expect this to take something like a year or so to get through with PbP; the later part is more sandboxy though so it is hard to tell.
Dropping: Hopefully won’t be an issue, but if you just decide one day that this isn’t the game for you please write a note and don’t leave us hanging. No one will be mad at you, especially if you drop a line.
Feedback and Communication: I am big into these concepts. The more communication the better experience.
Please be respectful to all.
Please take a rules discussion to the discussion thread.


Looks interesting, I'm thinking Half-Orc Brawler with the Freeman background. I'll have something up soon.


Interested. How about a cat folk Summoner?

Silver Crusade

Someone who summons cat-folk, interesting concept ... kidding, of course ;-)

It sounds fine to me. I've meant it to be a fun 4th level jungle romp and so I've tried to relax disbelief and open as much race/class as possible. Given Bloodcove's trade port status, proximity to unexplored jungles of Mwangi, and tie-in with the Shackles, I would think most anything is feasible, even if rare.


I would like to submit a grippli ninja. Willum was a scout and guard for a grippli merchant mission that was coming to Blood Cove to trade herbs and alchemical reagents. Unfortunately, Willum isn't very good at his job. But he is great at hiding. He hid while some large beastie ate his compatriots and then made his way to Blood Cove in shame. He can't go home, and he needs a job.

Willum:
Willum
Grippli ninja 4 (Pathfinder RPG Bestiary 2 149, Pathfinder RPG Ultimate Combat 13)
N Small humanoid (grippli)
Init +3 (+4 in jungle terrain); Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 size)
hp 29 (4d8+8)
Fort +2, Ref +7, Will +1; +1 trait bonus vs. diseases and poisons
Defensive Abilities uncanny dodge
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee +1 wakizashi +5 (1d4+1/18-20)
Ranged +1 shortbow +8 (1d4+1/×3)
Special Attacks sneak attack +2d6 plus 2 bleed
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 12, Int 10, Wis 11, Cha 16
Base Atk +3; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Traits canopy shooter, jungle native (mwangi expanse)
Skills Acrobatics +10, Bluff +10, Climb +15, Diplomacy +8, Disable Device +8, Disguise +4, Knowledge (nature) +1, Perception +6, Stealth +14 (+18 in marshes and forested areas.), Survival +7, Swim +6, Use Magic Device +7
Languages Common, Grippli
SQ camouflage, ki pool (5 points), ninja tricks (bleeding attack +2, vanishing trick[UC]), no trace +1, poison use, swamp stride
Combat Gear caltrops; Other Gear +1 shortbow, +1 wakizashi[UC], arrows (40), backpack, bandolier[UE], bedroll, belt pouch, chalk (10), everburning torch, flint and steel, grappling hook, mess kit[UE], mirror, piton (10), pot, signal horn[APG], silk rope (50 ft.), soap, thieves' ring, thieves' tools, torch (10), trail rations (5), waterskin, 835 gp, 5 sp
--------------------
Special Abilities
--------------------
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
Camouflage +4 Stealth in marshes and forested areas.
Climb (20 feet) You have a Climb speed.
Darkvision (60 feet) You can see in the dark (black and white only).
Ki Pool (5/day) (Su) You have a ki pool equal to 1/2 your monk level + your Charisma modifier.
No Trace +1 (Ex) Survival DCs to track you are at +1, gain +1 to Stealth when you are stationary and not acting.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Poison Use You do not risk poisoning yourself accidentally while poisoning a weapon.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack +2d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Swamp Stride (Ex) Not slowed by difficult terrain in swamps, unless magically manipulated.
Uncanny Dodge (Ex) Retain DEX bonus to AC when flat-footed.
Vanishing Trick (Su) 1 Ki: disappear, as invisibility, for 4 rounds.

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Link to the Nightblade class.


GM Justaworm wrote:

Someone who summons cat-folk, interesting concept ... kidding, of course ;-)

Oddly enough, I was thinking that cats are rather solitary creatures. What else would a catfolk Summoner have for an eidolon but another cat?

RPG Superstar 2012 Top 32

Hmm... I'm dotting for possible interest...


Considering a Half-Orc Druid with a raptor companion. Would that be a good fit thematically? Would a small animal companion fit on the boat?

Silver Crusade

A small or medium companion would do fine on the boat.

Silver Crusade

I realize that working up a 4th level character and not getting picked can be a time investment and downer. I have not ever run a recruitment before and so I am not really sure what is "normal".

I am honestly not at all interested in nit-picking the specifics of anyone's build. I am happy if you want to submit the following and then finish the specifics when chosen
(1) Race / Class
(2) Short Background
(3) Expected party role

I know that an old 4th level module probably isn't as cool as an AP, but I can tell you that I am committed to finishing it and that a jungle adventure should be a change of pace from most adventures.

Also, if you are new to PBP, I was planning on holding one spot for sure to someone new. Here's your chance! (I have no other pre-planned selection criteria.)

Status So Far:

DBH - interested - potentially half-orc Brawler
Speaker for the Dead - interested - catfolk summoner
GM SuperTumbler - submitted - grippli ninja
nate lange - interested
SkaTalon - interested - half-orc druid


I'm surprised this hasn't generated that much interest. Will definitely submit something.

The Exchange

I did submit but withdrew my submission because of this clause:

Post Rate: I cannot commit to daily posts, nor will I ask you to. I am not in a rush. If you are going to be frustrated by a story that occasionally advances only once a week, then this is not the campaign for you.

I prefer my games to be at least daily post or I forget what my character has been doing.

Also most games on the boards are run at 15 point buy. I can work around that but it screws melee classes over. Just my two cents.


I think you mean >15 point buy and I agree. I've played characters with a 15 point buy, and I prefer martials, which this tends to hurt.

Also, I'll second Mort saying when post rate is slow and intermittent people lose interest and the game dies. I run games with a post/day requirement because I've found if that slips away, people simply drift away.

Silver Crusade

I am certainly open to 20 pt buy based on the feedback. I really didn't think anything of it. I will go ahead and say now that use a 20 pt buy.

As for the post rate, I expect the majority of posts happen 1-2 days from me; I hope the PCs push roleplay along with each other as desired. When non-combat is involved, this is pretty easy to maintain. Combat is just a huge time sink, at least in my experience, and I cannot manage posts for combat during breaks at work. Maybe I should have worded it better. :)


Ok, I'll see what I can cook up. Have to think about it.


Ooh, okay! If there are still spots open for this, I'd be interested in running a Gnome Fey Trickster Mesmerist (which mostly is a mesmerist but with Hunter spellcasting).


Thinking of a Undine swashbuckler. Working on the build right now. Something of a face and front line fighter. He is as adept in water as on land.


Potentially interested! Working on a human nature shaman with a snake spirit animal (seems fitting for a jungle locale) who's a Bloodcove local.

I am not entirely new to PbP, but haven't done much, and none in the last about five years. I actually like the idea of a slower pace, as my schedule varies day to day.

The Exchange

Yes sorry Dr Buzzard. I meant > 15 point buy. Again I posted at midnight so...

I personally run 2/day posting. More is encouraged.


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This sounds good.

Choices...

(1) Race / Class: Female Half-Orc Sorcerer or Kineticist(Fire)

(2) Short Background: A weapons-and-armor smith looking for new place to call home. (Finding fortune – You’ve heard about the vast fortunes pouring out of the Mwangi and have come to earn your share. Gain a +1 trait bonus to a single Profession of your choice. The chosen Profession skill is always a class skill.)

3) Expected party role: Blaster/Caster (Fire specialist)


Catfolk summoner

Waseem:

Waseem
Catfolk summoner 4 (Pathfinder RPG Advanced Player's Guide 54, Pathfinder RPG Bestiary 3 47)
CG Medium humanoid (catfolk)
Init +3; Senses low-light vision; Perception +4
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 30 (4d8+4)
Fort +2, Ref +5, Will +5
Defensive Abilities shield ally
--------------------
Offense
--------------------
Speed 30 ft., climb 20 ft.
Melee hanbo +3 (1d6)
Ranged sling +6 (1d4)
Summoner Spell-Like Abilities (CL 4th; concentration +10)
7/day—summon monster II
Summoner Spells Known (CL 4th; concentration +10)
2nd (2/day)—lesser evolution surge[APG] (DC 16), haste
1st (4/day)—grease, mage armor, shield, snowball[UW]
0 (at will)—detect magic, light, mage hand, message, open/close (DC 14), read magic
--------------------
Statistics
--------------------
Str 10, Dex 16, Con 11, Int 14, Wis 10, Cha 18
Base Atk +3; CMB +3; CMD 16
Feats Augment Summoning, Spell Focus (conjuration)
Traits - custom trait -, ease of faith, focused mind
Skills Acrobatics +4, Climb +9, Diplomacy +10, Knowledge (arcana) +6, Knowledge (dungeoneering) +6 (+8 to navigate underground), Knowledge (nature) +6, Knowledge (planes) +6, Perception +4, Ride +7, Spellcraft +7, Stealth +6, Survival +3 (+4 to navigate in the wilderness in Vanji River, +5 to avoid becoming lost), Use Magic Device +8; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common, Elven, Sylvan
SQ bond senses (4 rounds/day), cat's luck, eidolon (named Eidolon), life link
Combat Gear potion of cure light wounds (2), wand of lesser rejuvenate eidolon (50 charges), wand of magic fang (50 charges); Other Gear mithral shirt, hanbo, sling, sling bullets (20), cloak of resistance +1, handy haversack, area map[UE], belt pouch, blanket[APG], chalk, compass[APG], everburning torch, flint and steel, mess kit[UE], pipe (worth 1 gp), powder[APG], sack, sack, silk rope (50 ft.), soap, tobacco, torch (2), trail rations (2), twine (50')[APG], waterskin, 63 gp, 5 sp, 7 cp
--------------------
Special Abilities
--------------------
Augment Summoning Summoned creatures have +4 to Strength and Constitution.
Bond Senses (4 rounds/day) (Su) As a standard action, you can share Eidolon's senses while on same plane.
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Climb (20 feet) You have a Climb speed.
Eidolon Can summon a powerful aspect of an outsider.
Life Link (Su) Damage that dismisses Eidolon can be taken by you. It weakens if not in 100 ft.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shield Ally (Ex) +2 AC and save when within eidolon's reach.
Spell Focus (Conjuration) Spells from one school of magic have +1 to their save DC.
Summon Monster II (7/day) (Sp) Standard action summon lasts minutes, but only 1 active at a time and can't use with eidolon.

Eidolon CR –
Quadruped
CG Medium outsider
Init +2; Senses darkvision 60 ft., low-light vision; Perception +6
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 30 (3d10+6)
Fort +4, Ref +5, Will +1
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +6 (1d6+3), 2 claws +6 (1d6+3)
Special Attacks pounce
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 13, Int 7, Wis 10, Cha 11
Base Atk +3; CMB +6; CMD 18
Feats Power Attack, Toughness
Skills Acrobatics +4 (+8 to jump), Climb +5, Perception +6, Sense Motive +4, Stealth +8, Swim +4
Languages Common
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Evasion (Ex) No damage on successful reflex save.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.

background:

As a child Waseem came to Bloodcove with his parents along with his two younger siblings. His father went missing (presumed dead) on an expedition up the Blood and the loss still haunts him. There was no money for passage home so his mother did what she could to keep the family fed and housed. One of the local thugs singled Waseem out as a special target for torment although he was able to avoid or talk his way out of trouble for the most part. One day, however, Waseem caught the thug taunting his sister and saw red. That was the first time he summoned his eidolon, Mawir. It was also the last time the thug bothered his family (or anyone else for that matter). As soon as he was old enough he joined an expedition himself, hoping to find some trace of his father and to support his family.

I will populate this to a proper alias if I'm lucky enough to be selected.


Yeah, I can usually manage a post a day, but not necessarily on weekends, so I figured I would back off. But if that's not a problem I can put something in.

So is this based on Cornrad's Heart of Darkness? Which was the inspiration for Apocalypse Now? I'm getting that kind of vibe.

Would you be open to an Orang-Pendak?

Actually, this might be a good game to submit Shakaro Jun. He is a Nagaji Oracle of the Wood mystery. He was originally made for a Skull & Shackles game but he is from the coast of Southern Garund and is no stranger to jungles.


Does less than 160 posts across all aliases count as new to PbP? All the campaigns I have tried on here have fallen apart like within two weeks

Currently working on a windstep master unchained monk idea. Definitely interested :)


Sorry I've been quiet, very busy this week. Karn the Half-orc Brawler is all done, I just need to give him a few last touches.


Ok, got my submission done.

Lupic actually doesn't know much of his origin. He was born to slaves, and grew up a slave. He took advantage of an opportunity when being shipped by slavers to a new owner's plantation, to jump overboard. He found he was able to swim like a fish and even breathe water. He just went to the bottom of the harbor and waited. Taken for dead, he was able to eventually get ashore and find an anti-slavery group and have his chains removed. Since then he's been a devoted follower of Cayden Calean and a vigorous opponent of slavers.

Finding himself on the run after being a bit too successful on his latest anti-slaver efforts, he's decided to join the riverine expedition to lay low.

Lupic:

Lupic
Undine swashbuckler 4 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 2 275)
CG Medium outsider (aquatic, native)
Init +6; Senses darkvision 60 ft.; Perception +7
--------------------
Defense
--------------------
AC 20, touch 15, flat-footed 15 (+5 armor, +4 Dex, +1 dodge)
hp 36 (4d10+8)
Fort +5, Ref +9, Will +3
Defensive Abilities charmed life 3/day, nimble +1; Resist cold 5
--------------------
Offense
--------------------
Speed 30 ft., swim 30 ft.
Melee +1 rapier +10 (1d6+5/18-20+4 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (2)
--------------------
Statistics
--------------------
Str 10, Dex 19, Con 14, Int 10, Wis 10, Cha 14
Base Atk +4; CMB +4; CMD 19
Feats Fencing Grace[UI], Weapon Focus (rapier)
Traits indomitable faith, resilient
Skills Acrobatics +8, Bluff +8, Climb +5, Diplomacy +9, Escape Artist +8, Perception +7, Sense Motive +6, Swim +13
Languages Aquan, Common
SQ amphibious, dare (desperate evasion[ACG]), swashbuckler finesse
Combat Gear alchemist's fire (3), antiplague[APG] (2), antitoxin (3), vermin repellent[UE] (3); Other Gear +1 mithral chain shirt, +1 rapier, cloak of resistance +1, candle (2), chalk, everburning torch, hammer, masterwork backpack[APG], piton (4), sack (2), silk rope (50 ft.), sunrod (3), tindertwig (4), 75 gp
--------------------
Special Abilities
--------------------
Amphibious (Ex) You can survive indefinitely on land.
Charmed Life +2 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Darkvision (60 feet) You can see in the dark (black and white only).
Deeds
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Fencing Grace Use Dexterity on rapier damage rolls
Nimble +1 (Ex) +1 dodge bonus to AC.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Swashbuckler Finesse Use Dex for att with light/1-hand pierce wep. Use Cha instead of Int for combat feat pre-reqs.
Swim (30 feet) You have a Swim speed.

Silver Crusade

ClevrGamer wrote:

Does less than 160 posts across all aliases count as new to PbP? All the campaigns I have tried on here have fallen apart like within two weeks

Sure, I would consider it as well, especially in the absence of candidates who have never made it through a recruitment.


I have yet to be in a PbP, although this is my first attempt at recruitment. I'm very inexperienced in this, just a warning, but I'm definitely interested! I'm thinking of doing a fetchling bard/rogue, with the See the Sights campaign background.

Selena Shadethorn:
Raised in the Shadow Plane, Selena Shadethorn and her family survived by serving an umbral dragon. As soon as she saw the chance, Selena left for the Material Plane for freedom and adventure, although anything seemed better than the dragon. (Could add more detail to this later.)

Selena Shadethorn
Female fetchling bard 2/rogue 2 (Pathfinder RPG Bestiary 2 123)
NG Medium outsider (native)
Init +4; Senses darkvision 60 ft., low-light vision; Perception +3
--------------------
Defense
--------------------
AC 18, touch 15, flat-footed 13 (+3 armor, +4 Dex, +1 dodge)
hp 23 (4d8-2)
Fort -1, Ref +10, Will +2; +2 trait bonus vs. illusion, +4 vs. bardic performance, language-dependent, and sonic
Defensive Abilities evasion, shadow blending; Resist cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+1/19-20) or
short sword +6 (1d6+1/19-20)
Ranged dart +6 (1d4+1)
Special Attacks bardic performance 10 rounds/day (countersong, distraction, fascinate [DC 15], inspire courage +1), sneak attack +1d6
Spell-Like Abilities (CL 4th; concentration +8)
1/day—disguise self
Bard Spells Known (CL 2nd; concentration +6)
1st (3/day)—beguiling gift[APG] (DC 15), cure light wounds, touch of gracelessness[APG] (DC 15)
0 (at will)—dancing lights, daze (DC 14), lullaby (DC 14), summon instrument, unwitting ally[APG] (DC 14)
--------------------
Statistics
--------------------
Str 13, Dex 18, Con 9, Int 11, Wis 8, Cha 18
Base Atk +2; CMB +6; CMD 18
Feats Agile Maneuvers, Deceitful, Dodge, Weapon Finesse
Traits charming, - custom trait -, skeptic
Skills Acrobatics +7, Appraise +4, Bluff +10 (+11 vs. characters who could be attracted to you), Climb +4, Diplomacy +8 (+9 vs. characters who could be attracted to you), Disable Device +6, Disguise +10, Escape Artist +7, Handle Animal +8, Intimidate +8, Knowledge (arcana) +5, Knowledge (dungeoneering) +5, Knowledge (engineering) +1, Knowledge (geography) +1, Knowledge (history) +6, Knowledge (local) +1, Knowledge (nature) +1, Knowledge (nobility) +1, Knowledge (planes) +7, Knowledge (religion) +5, Linguistics +4, Perception +3, Perform (dance) +8, Perform (percussion instruments) +8, Perform (string instruments) +8, Perform (wind instruments) +8, Sense Motive +4, Sleight of Hand +7, Spellcraft +4, Stealth +9, Swim +4, Use Magic Device +8; Racial Modifiers +2 Knowledge (planes), +2 Stealth
Languages Aklo, Common
SQ bardic knowledge +1, rogue talent (finesse rogue), trapfinding +1, versatile performance (percussion)
Combat Gear feather token (swan boat), pipes of the sewers, potion of reduce person, arsenic, blue whinnis, caltrops, elemental breath[ARG]; Other Gear studded leather, dagger, dart (10), short sword, bag of holding i, bedroll, belt pouch, flint and steel, ink, inkpen, masterwork backpack[APG], masterwork Pipe, paper, parchment (3), silk rope (50 ft.), soap, spell component pouch, thieves' tools, torch, trail rations (10), waterskin, 1,274 gp, 7 sp, 8 cp
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action, 10 rounds/day) Your performances can create magical effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Shadow Blending (50% miss chance) (Su) Miss chance in dim light increases to 50%. This does not grant total concealment.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Versatile Performance (Percussion Instruments) +8 (Ex) You may substitute the final value of your Perform: Percussion Instruments skill for Handle Animal or Intimidate checks


GenericChick wrote:

I have yet to be in a PbP, although this is my first attempt at recruitment. I'm very inexperienced in this, just a warning, but I'm definitely interested! I'm thinking of doing a fetchling bard/rogue, with the See the Sights campaign background.

** spoiler omitted **...

I hope you get in. This sounds like a good adventure to learn PbP :)


DBH here.

Crunch:

KARN

Male Half-Orc (Ulfen) brawler 4. NG medium humanoid (orc, human)

Init +2; Senses Perception +7,

Languages Common, Orc, Polyglot, Skald

AC 17, touch 13, flat-footed 14. hp 48 (4HD)

Fort +7, Ref +7, Will +2, +2 trait bonus on saving throws against fear effects

Defensive Abilities AC Bonus,

Melee unarmed strike +9 (1d8+4)
Melee masterwork handaxe (cold iron) +9 (1d6+4/x3)
Ranged light crossbow +6 (1d8/19-20)
Melee brawler's flurry +7/+7 (1d1+4)

Base Atk +4; CMB +8 (+9 disarm); CMD 21 (22 vs disarm) (22 vs grapple)
(22 vs trip)

Special Actions Brawler's Flurry, Knockout,

Abilities Str 18, Dex 14, Con 14, Int 13, Wis 10, Cha 10

Special Qualities Arena-Bred, Bonus Feats, Brawler's Cunning, City-Raised, Intimidating, Martial Flexibility, Martial Training, Orc Blood, Orc Ferocity, Skilled, Weapon and Armor Proficiency,

Feats Combat Reflexes, Hamatulatsu, Improved Unarmed Strike, Weapon Focus (Unarmed Strike)

Skills Acrobatics +9, Appraise +1, Climb +9, Craft (Untrained) +1, Escape Artist +6, Fly +2, Handle Animal +4, Intimidate +7, Knowledge (Dungeoneering) +5, Knowledge (Local) +9, Perception +7, Profession (Sailor) +5, Ride +2, Sense Motive +5, Stealth +2, Survival +7, Swim +9,

Possessions unarmed strike; outfit (traveler's); mithral shirt; cloak of resistance +1; masterwork handaxe (cold iron); brawler's flurry; Handy Haversack [ Bedroll; Blanket; Crossbow Bolts (10) (x2); Bolts, Crossbow (10/Cold Iron) (x2); Survival Kit (Masterwork); Shaving Kit; Mess Kit; Waterproof Bag (x2); Oldlaw Whiskey (Bottle); Coffee Pot; Honey (per lb.); Powdered Milk; Travel Cake Mix (x4); ]; Waterproof Bag [ Rations (Trail/Per Day) (x10); Jungle Coffee (Cup) (x19); ]; Canteen ; Light Crossbow ;

AC Bonus (Ex) When wearing light or no armor, a brawler adds 1 AC as a dodge bonus to her Armor Class. If a brawler is helpless or immobilized, she loses this bonus.

Arena-Bred Many half-orcs are born and raised to fight in the arena, and in many cases have two half-orc parents or even a half-orc and a human parent. These arena-bred half-orcs lose the brutal physical appearance of their orc ancestors and look more human. They have the city-raised and skilled alternate racial traits.

Bonus Feats At 2nd level and every 3 levels thereafter, a brawler gains a bonus combat feat in addition to those gained from normal advancement. These bonus feats must be ones that affect or improve her defenses or melee attacks. The brawler must meet the prerequisites of the selected bonus combat feat. Upon reaching 5th level and every 3 levels thereafter, a brawler can choose to learn a new bonus combat feat in place of a bonus combat feat she has already learned. In effect, the brawler loses the bonus combat feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A brawler can only change one feat at any given level, and must choose whether or not to swap the feat at the time she gains a new bonus combat feat for the level.

Brawler's Cunning (Ex) If the brawler's Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Brawler's Flurry (Ex) Starting at 2nd level, a brawler can make a brawler's flurry as a full-attack action. When doing so, a brawler has the Two-Weapon Fighting feat when attacking with any combination of unarmed strikes, weapons from the close fighter weapon group, or weapons with the "monk" special feature. She does not need to use two different weapons to use this ability. A brawler applies her full Strength modifier to her damage rolls for all attacks made with brawler's flurry, whether the attacks are made with an off-hand weapon or a weapon wielded in both hands. A brawler can substitute disarm, sunder, and trip combat maneuvers for unarmed attacks as part of brawler's flurry. A brawler with natural weapons can't use such weapons as part of brawler's flurry, nor can she make natural weapon attacks in addition to her brawler's flurry attacks. At 8th level, the brawler gains use of the Improved Two- Weapon Fighting feat when using brawler's flurry. At 15th level, she gains use of the Greater Two-Weapon Fighting feat when using brawler's flurry. You can make a flurry of blows as a full-attack action. When doing so, you may make one additional attack, as if using the Two-Weapon Fighting feat. These attacks can be any combination of unarmed strikes, weapons from the close fighter weapon group or monk weapons. You may substitute any of these attacks for a disarm, sunder or trip combat maneuver. You cannot use Brawler's Flurry with natural weapons.
City-Raised Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks.

Courageous Your childhood was brutal, yet you persevered primarily through force of will and the hope that no matter how hard things might get, as long as you kept a level head you'd make it through. You gain a +2 trait bonus on saving throws against fear effects.

Freeman - You escaped from servitude of a vicious pirate captain on the Shackles by taking your chances in the sea. Gain a +1 trait bonus on Swim checks and Swim is always a class skill.

Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.

Knockout (Ex) 1/day, you can unleash a devastating attack that can instantly knock a target unconscious. You must announce this intent before making your attack roll. If you hit and the target takes damage from the blow, the target must succeed at a Fortitude saving throw (DC = 16) or fall unconscious for 1d6 rounds. Each round on its turn, the unconscious target may attempt a new saving throw to end the effect as a full-round action that does not provoke attacks of opportunity. Creatures immune to critical hits or nonlethal damage are immune to this ability.

Maneuver Training (Ex) A brawler can select combat maneuvers to receive additional training. You gain +1 to CMB and CMD to disarm combat maneuvers.

Martial Flexibility (Ex) The brawler can use a move action to gain the benefit of a combat feat he doesn't possess. This effect lasts for 1 minute. The brawler must otherwise meet all the feat's prerequisites. He can use this ability a number of times per day equal to 5. The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice. If a combat feat has a daily use limitation, any uses of that combat feat while using this ability count toward that feat's daily limit. At later levels, when he gains multiple feats through this ability, the brawler can use those feats to meet the prerequisites of other feats he gains with this ability. Doing so means he cannot replace a feat currently fulfilling another's prerequisite without also replacing those feats that require it. Each individual feat selected counts toward his daily uses of this ability.

Martial Training (Ex) A brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk's robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.

Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.

Outcast Driven from town after town because of your heritage, you have become adept at living apart from others. You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
Skilled Second- and third-generation half-orcs often favor their human heritage more than their orc heritage. Half-orcs with this trait gain 1 additional skill rank per level.

Weapon and Armor Proficiency A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor, and shields (except tower shields).

I still have to roll HP, but that can be done if he's selected. Otherwise he's equipped and complete.

Fluff:

Karn was born in Hell harbor on the Devil's arches. Born into servitude as an arena fighter until he was bought by Free captain Clackton of the ship Clackton's fury. The dispised captain Clackton felt having the hulking Brawler standing behind him would make up for his lack of intimidation and courage when dealing with his crew. Karn put up with Clackton until they were well away from the Devil's arches, then having made sure Clackton was too drunk to notice anything he stole all he could and jumped ship off the Slithering coast. Giving a wave to the crew as he did so.

The crew already eyeing the door to Clacktons cabin with murderous speculation before Karn was overboard. He made his way along the coast until he reached Bloodcove. Since then he's worked at any job he can find, and is sick of the place. He's heard of the expedition and thinks it's a good chance to make enough coin to leave the place behind. He learned to survive the jungle getting to Bloodcove and thinks this trip up river is something he can handle.

Any questions or problems let me know.


Submitting Stígandrr the Wise!

He is a Human Invested Regent Windstep Master Unchained Monk 4

background:
Stígandrr was born into the Shriikirri-Quah (The Hawk Clan, Shoanti) 29 years ago. As he grew it became clear that he was different. By age eight he stood a head above the next tallest child who was several years older than him and was one of the most talented athletes in the quah. Stíg even managed to earn the Rotomo (Headwind) tattoo on his head during his rite of passage, something that hadn't been done for many generations. However his achievements did not satisfy Stíg. He always felt like he was meant to do something else, like he was being pulled away. Stíg was out scouting the area around where the quah had settled this time, which was significantly farther east than they had been before, when he saw a giant. It had greenish brown skin and stood around ten feet tall. His eyes drifted down and saw a trio of people in fur clothing not 100 feet from the giant, peeking out from behind a rock. They must be hunting the creature he thought to himself, interested by the unusual choice of game. They approached from behind trying to be stealthy but no when they were not further than thirty feet away did the giant turn around. This isn't going to end well Stíg thought. With a charge and a single swing of its club the giant knocked one warrior to the ground. Stíg was sprinting towards them before the second blow landed. Something inside him stirred and he could feel a divine power spreading through his body as he made his way to the giant. The giant swung at him but he ducked beneath it and positioned himself between the giant and the fallen warrior. With a volley of punches he attacked the giant, on his last punch he could feel the power of the wind behind his punch. As it hit the giant flew backwards from the force. Not even taking the time to question how he stepped up to follow the giant. The warriors found new hope as they saw the hulking man step in and ran up to join him. Something felt right, like he had found a piece of what he was looking for. Together they managed to fend off the giant which fled to lick its wounds. Stíg went to check on the fallen warrior to find he was unconscious so he lifted him over his shoulder. The warriors spoke excitedly to him in a language that he could not understand and gestured for him to follow them. They led him back to their tribe where they had a shaman tend to the wounded man. This began his friendship with the Greattusk tribe. Many years later Stíg felt that feeling that was so familiar to him before. He knew this time it would not go away so easily so he bid farewell to his quah and the Greattusk tribe and headed south following the tugging feeling. He ventured further south than any of the Shoanti dared to go. It was a year before he arrived at the coast of Conquerer's Bay. He had no money and the only supplies he had were that which he managed to gather on the road. He needed to find work. Fortunately a trader spotted him and offered him a job on his ship. They always need strong sailors. Work is work I guess. He accepted. The feeling grew stronger as if telling him this is not what you are meant to do but he ignored it. He needed food after all. The first voyage was to Rahadoum which was further south in the Arcadian Ocean however when they were only a two days away they were attacked. Pirates pulled up along side the ship and aimed their cannons at the weaponless vessel. Stíg dove off the side as they blasted the ship. He began to swim away as pieces of the ship fell left and right but before he could make any headway he was struck by a piece of the wreck and fell unconscious. When he woke his arms were tied behind his back, bound on the other side of a large wooden pole. He looked around and saw that he was in a dimly lit room with a man mopping the floor nearby. "Hey! Where are we?" said Stíg rather loudly. "Sssssshhhhh! Do you want to get us both in trouble? We are on a pirate ship" the man whispered in reply. Stíg thought for a moment, "Are you a prisoner too?" he continued. "Might as well be. I am surprised they got you, what with how large you are. Why didn't you fight them off?" he asked. "I was unconscious at the time but if you free me now I will get us both off this ship." The man paused for a moment, clearly not expecting the offer. He looked around the empty room before nodding. He loosened the binds and Stíg stretched his arms and smiled. "Lets go!" He ran at the door and threw all his weight towards it, smashing it with his shoulder. "So much for subtlety" the man said as the door splintered from the force. Stíg looked up and saw the night sky. "There isn't much time!" he shouted to the man, but he was nowhere to be seen. Figures. He saw a light in the distance off the port side. He could feel that feeling now stronger than ever... except this time it felt wonderful. This is my chance he thought as he sprinted towards the edge and leaped off.
His background is tied into the Freeman trait.

His expected role is primarily a martial damage dealer who can be a decent non stealthy scout as a secondary role

Crunch is in the alias. Let me know what you think!

HP: 3d10 + 3 + 11 ⇒ (8, 8, 8) + 3 + 11 = 38 Rolling now so I can have a complete statblock


Those are some nice archetypes ClevrGamer - are they only for the Unchained Monk?


Both are I believe usable by unchained and chained. Paizo did a great job of making sure most of the archetypes they released after unchained were of course usable by the unchained classes but also making sure that many were backwards compatible.

Edit: Yes, it appears both are. chained,
unchained

Silver Crusade

Just noticed this. Definitely interested.

One question. You said that a character with a large mount wouldn't be allowed.

Would you make an exception for a character with a Giant snake companion? The snake has a swim speed and so would NOT be taking up room on the ship itself.

If the answer is yes, I call dibs on the Riding the Giant Snake concept :-) :-)

Silver Crusade

@pauljathome

So, I have a few of answers to this one that apply to anyone with animal companions.

First, in general if the animal companion is not going to be on the boat, then there isn't an issue about the size. However, don't be surprised when extra encounters happen due to your AC not being in the boat (and possibly be prepared for having to find a new AC, but of course that applies to one in the boat as well).

Second, the animal companion should be reasonably accepted by civilization or you will have to be creative.

Third, I am not sure how someone would ride a giant snake reliably, but I would hold any judgment until I saw the submission.


If you take a drawback does that mean you get another trait?

Silver Crusade

GM Justaworm wrote:


Third, I am not sure how someone would ride a giant snake reliably, but I would hold any judgment until I saw the submission.

Sounds like it is probably more hassle than its worth so I'll likely go with something else.

But in answer to your question there is an archetype that is built around this concept First Mothers Fang . Of course, I was also considering a hunter (the fact that the campaign starts at 4th level makes a hunter practical).

Silver Crusade

ClevrGamer wrote:
If you take a drawback does that mean you get another trait?

Yes

Silver Crusade

pauljathome wrote:
But in answer to your question there is an archetype that is built around this concept First Mothers Fang . Of course, I was also considering a hunter (the fact that the campaign starts at 4th level makes a hunter practical).

That is a pretty cool archetype for nagaji cavaliers for sure. The fact that it is an extraordinary ability for the archetype makes me believe that it is not a normal thing otherwise. But, it would be definitely ok for the archetype.

Silver Crusade

Peet wrote:


So is this based on Cornrad's Heart of Darkness? Which was the inspiration for Apocalypse Now? I'm getting that kind of vibe.

Would you be open to an Orang-Pendak?

Actually, this might be a good game to submit Shakaro Jun. He is a Nagaji Oracle of the Wood mystery. He was originally made for a Skull & Shackles game but he is from the coast of Southern Garund and is no stranger to jungles.

Sorry, Peet, I somehow missed your questions!

I am not sure what Greg Vaughan, the author, based this on as it isn't really mentioned within it. I am not familiar with Heart of Darkness and it has been so long since I've seen Apocalypse Now that all I remember is the "I love the smell of Napalm in the morning scene".

As for Orang-Pendak, I didnt really want to go through all of the Bestiary races and stuck to the ones from the Advanced Race Guide. It does look pretty neat though. I can say that in the event of character death and replacements, I would be more open to other races.

Sharkaro Jun would work well, he just needs another level and cross check against the rest of the constraints above.

As I mentioned earlier though, there is enough here to submit as is if you would like. I am not grading or verifying crunch stats on submissions and just need the basics.

Silver Crusade

Status so Far:
Please let me know if I have missed or misinterpreted anything.

Submissions:
ClevrGamer - Human Unchained Monk (w/ archetypes)
DBH - Half-orc Brawler
GenericChick - Fetchling Bard/Rogue
drbuzzard - Undine Swashbuckler
Speaker for the Dead - Catfolk Summoner
He'sDeadJim - Half-orc Sorcerer or Pyrokineticist
ProbablyADog - Gnome Fey Trickster Mesmerist
GM SuperTumbler - Grippli Ninja

Interest:
pauljathome - possibly a hunter or exotic cavalier
Peet - there is enough on Shakaro Jun to submit if you would like
Saxikath - Human Shaman
GM Mowque
SkaTalon - Half-orc druid
nate lange

Scarab Sages

Finally got a character almost completely done (I haven't done much purchasing yet).

Summary - Wayang Rogue 1/Wizard 3 (will become an Arcane Trickster if we happen to level up to level 5 during the module).

Everything is in the profile. Note - I'm reusing a PFS character name in case you're curious why the profile has a PFS faction associated with it :-)


GM Justaworm wrote:
Peet - there is enough on Shakaro Jun to submit if you would like

Okay, let's go with that.

Shakaro Jun will need to be tweaked for your game but he could easily have ended up in the port at the mouth of this river rather than in Port Peril.

His primary motivation is that he is trying to find his fellow villagers. His tribe was captured by pirates in a slave raid and carried off. He doesn't know where they were taken, and knows little of the outside world. If there was some hint that the answer to his quest lay upriver, that would be good.

As an oracle Shakaro makes a pretty good healer but also is a Strength-based fighter.

Campaign Trait would be Freeman.


GM Justaworm wrote:
I am not sure what Greg Vaughan, the author, based this on as it isn't really mentioned within it. I am not familiar with Heart of Darkness and it has been so long since I've seen Apocalypse Now that all I remember is the "I love the smell of Napalm in the morning scene".

Heart of Darkness was set in colonial Africa in the nineteenth century, and the focus is a trader who in his quest to provide ivory for his company, has embraced savagery as a means of control and has set up his own kingdom in the jungle where he is worshiped as a demigod. The main character travels up the river to find the trader and things seem more and more hellish the further he gets up the river.

Silver Crusade

Nice, I will check it out. There are certainly some similarities to what you described and this adventure.

Silver Crusade

Shwarto wrote:
if we happen to level up to level 5 during the module)

At first I didn't think it was very likely, but after doing some more detailed prep for the module I think there is a pretty good chance of 5th level.

I haven't dealt with XP in a very long time; we just always play where the GM levels the PCs when appropriate. However, there is a large random element to this adventure and depending on how that plays out there are definitely enough encounters that warrant level 5 at some point.

Scarab Sages

1 person marked this as a favorite.
GM Justaworm wrote:
Shwarto wrote:
if we happen to level up to level 5 during the module)

At first I didn't think it was very likely, but after doing some more detailed prep for the module I think there is a pretty good chance of 5th level.

I haven't dealt with XP in a very long time; we just always play where the GM levels the PCs when appropriate. However, there is a large random element to this adventure and depending on how that plays out there are definitely enough encounters that warrant level 5 at some point.

I'm a great fan of the "level up when it seems reasonable" approach. I think I last counted XP (other than for PFS) in 1981 or so :-).

Yup, I'm an old fart :-(


Shwarto wrote:
GM Justaworm wrote:
I'm a great fan of the "level up when it seems reasonable" approach. I think I last counted XP (other than for PFS) in 1981 or so :-). Yup, I'm an old fart :-(

You and me both!

=)

Silver Crusade

He'sDeadJim wrote:
You and me both!

Is 40 there yet? I know I'm getting close anyway. I remember when 'elf' was a class too :)

Shwarto wrote:
I think I last counted XP (other than for PFS) in 1981 or so :-).

Yeah, imo the game is a lot better when the players aren't focused on how much more xp they need before leveling and consequently killing everything in sight. Just fyi, I am not intended to use XP in this either, I was just going through the module to see if the author intended a level up during the module or not.

---

There have been a lot of great entries so far! I would just close it, but there were a couple of interested players still hanging out there and I want to be fair to the original deadline in that case.

If you've been interested and haven't formalized a submission, you have until Friday night (effectively Saturday morning, US Central time).

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