
John Whyte |
1 person marked this as a favorite. |

Hi all,
I'm an IRL dm who wants to try to learn the ropes on pbf. I've fear and read and the advice is start small, complete what you start. In looking at my (far too many) plot hooks there is an orphanage from Paizos Undead Unleashed that I think is interesting enough and fits the bill.
This is a short dungeon crawl for 4 players of third level. The orphanage is in the country and abandoned and known to be haunted. I'd suggest 1 player had a sister who was sent there and you want to know what happened to her. The other players have some other connection or are just friends.
I'm wanting to run this to learn the ropes of pbf. I generally prefer to dm to playing. I'm committed to posting every day til all PCs are dead or out of the house. ☺
I'd like at least 1 old hand to play and no doubt answer my silly questions.
20pt point buy, core races only, no summoners, Paizo stuff only. This is not a hard crawl so dont feel you have to spend longer on your character than we will playing. I'm hoping to get some...victims... within a week, and I suspect this will conclude quickly, I suspect it would take an hour IRL.
One thing I should mention, the themes in this orphanage are pretty mature. As a parent it's a little haunting and I know Im insensitive that sort of thing in fiction.
Hopefully I enjoy the style and can move onto longer games.

Mark_Twain007 |

This sounds very fun, I would be interested, though I am currently torn between playing a witch or a Samurai. I shall decide soon, and submit a character later today.
I wouldn't say I'm an old hand by any means, but I have been playing for a few years, been in a few PBP games, and been a GM for the last couple of years as well. So If you have questions, I can help.

ElterAgo |

Rough draft. Haven't bought all gear yet. Can easily be modified to fit you preferences.
Half-orc warpriest (champion of the faith) of Desna 3 (Pathfinder RPG Advanced Class Guide 60, 128)
CG Medium humanoid (human, orc)
Init +2; Senses darkvision 60 ft.; Perception +3
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Defense
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AC 20, touch 12, flat-footed 18 (+6 armor, +2 Dex, +2 shield)
hp 24 (3d8+6)
Fort +5, Ref +3, Will +7; +2 trait bonus vs. charm and compulson, +2 trait bonus vs. fear
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee mwk starknife +7 (1d6+3/×3) or
. . morningstar +5 (1d8+3) or
. . starknife +6 (1d6+3/×3) or
. . starknife +6 (1d6+3/×3) or
. . bite +0 (1d4+1)
Special Attacks blessings 4/day, fervor 3/day (1d6), sacred weapon
Warpriest (Champion of the Faith) Spells Prepared (CL 3rd; concentration +5)
. . 1st—bless, hide from undead (DC 13), protection from evil, sanctuary (DC 13)
. . 0 (at will)—detect magic, guidance, mending, stabilize
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Statistics
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Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10
Base Atk +2; CMB +5; CMD 17
Feats Endurance, Iron Will, Quick Draw, Weapon Focus (starknife)
Traits birthmark, courageous
Skills Acrobatics -4 (-8 to jump), Diplomacy +4, Heal +6, Knowledge (engineering) +4, Knowledge (local) +1, Knowledge (religion) +4, Perception +3, Profession (engineer) +6, Sense Motive +6, Spellcraft +4
Languages Common, Orc
SQ blessings (good: battle companion, holy strike, luck: lucky presence, unlucky enemy), detect alignment, orc blood
Combat Gear oil of magic weapon, potion of cure light wounds; Other Gear agile breastplate, heavy wooden shield, morningstar, mwk starknife, starknife, starknife, 211 pp, 3 gp
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Special Abilities
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Birthmark +2 save vs. charm & compulsion
Blessings (4/day) (Su) Pool of power used to activate Blessing abilities.
Courageous +2 save vs. fear.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Detect Alignment (Sp) As a move action, focus on target in 60 ft to learn if has opposed alignment.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Fervor (1d6, 3/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Sacred Weapon (Su) When using sacred weapon, increase damage dice.
I've played a fair amount of PFS on PbP, but haven't managed to get in to a normal campaign yet. At least not one that survived.

ScubaSteve93 |

Hi John Whyte. Welcome to the boards. I, like yourself, have played irl for a long time and have just recently started here. What I've learned so far is that it takes people that are committed to get through a game, otherwise it will die out. Also, in order to ensure a good time, you need players who will be very descriptive in their actions instead of just, "I hit it." This is true when playing irl, but even more so here, because that leads to long periods without people posting.
I am unfamiliar with this plot hook, but I would like to make a character nonetheless. A good old fashioned rogue, while not exactly the most optimized class, is good for dungeons.
One question, what are the alignment restrictions for your dungeon crawl?

Nimbl |
1 person marked this as a favorite. |

I am highly interested in this as I have not participated in a PbP either but wanted to feel it out. I have been playing since 2007 starting with 3.5 and having played many of the different variations of table top.
I am interested in keeping it fairly simple as well and can have a level 3 monk (ScubaSteave beat me to the punch) rolled up for you this evening.
Edit: I can post multiple times a day from 7am PST until 10pm PST

John Whyte |

Hi John Whyte. Welcome to the boards. I, like yourself, have played irl for a long time and have just recently started here. What I've learned so far is that it takes people that are committed to get through a game, otherwise it will die out. Also, in order to ensure a good time, you need players who will be very descriptive in their actions instead of just, "I hit it." This is true when playing irl, but even more so here, because that leads to long periods without people posting.
I am unfamiliar with this plot hook, but I would like to make a character nonetheless. A good old fashioned rogue, while not exactly the most optimized class, is good for dungeons.
One question, what are the alignment restrictions for your dungeon crawl?.
As this is short provided your alignment shows a good reason for turning up that's all I need. As a GM I dislike CN, CE, and NE characters as a rule, but this would be one of the rare cases where I feel a reason to be on the adventure is more important than alignment.

Nimbl |

Okay here is your monk!
I will write up a full back story if you like.
Str 19, Dex 14, Con 13, Int 8, Wis 14, Cha 7
Base Atk 2; CMB 9 (+2 grapple); CMD 20 (+2 vs grapple)
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DEFENSE:
AC 19
Touch 19
Flat-Footed 16
HP 20
Fort 4
Ref 5
Will 5 (+2 vs. En.)
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OFFENSE:
Speed 40
Melee 7 Unarmed (1d6, x2); B;
Melee +6/+6 Unarmed (flurry) (1d6, x2); B;
Melee 6 Dagger (1d4, x2); P; x2
Melee 7 Quarterstaff (MWK) (1d6/1d6, x2); B;
Melee 7 Club (MWK) (1d6, x2); B;
Ranged 4 Shuriken (1d2, x2); P; 10
========================
STATISTICS:
Skills: Acrobatics 8, Climb 9, Escape Artist 5, Intimidate 1, Knowledge Religion 4, Perception 7, Ride 5, Sense Motive 8, Stealth 8
Languages: Common
Gear of note: Wand: Magic Weapon (+1 to weapon), Wand: Mage Armor (+4 to AC), potion: cure light wounds x10 (1D8+1 HP)
Feats:
Quick Draw - draw weapon as free or move if hidden
Improved Initiative - +4 to initiative checks
Stunning Fist - damage and target makes Fort save 14 stunned 1 rnd
Unarmed Strike - make unarmed attacks at no penalty
Evasion - reflex save for no damage
Improved Grapple - +2 to grapple checks (CMD & CMB
Dodge - +1 to AC as long as Dex is applied
Class Abilities:
Flurry of blows - +1 attack for full attack action
Maneuver Training - monk level instead of BAB for CMB
Still Mind - +2 vs enchantment will saves
Fast Movement - +10 base movement speed
========================
Why is he going to this orphanage? He was sent to pick up a new initiate into the order of the Salma`et, an order of monks at the base of the sacred mountain.

Mark_Twain007 |

Here is my submission, Borgag Skywatcher, a Dwarf Switch hitting ranger.
Borgag Skywatcher
Dwarf ranger 3
NG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 20, touch 13, flat-footed 17 (+6 armor, +3 Dex, +1 shield)
hp 28 (3d10+6)
Fort +4, Ref +6, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities deep warrior
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Offense
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Speed 20 ft.
Melee kukri +6 (1d4+3/18-20) or
mwk dwarven double waraxe +7 (1d10+3/×3)
Ranged longbow +6 (1d8/×3) or
mwk composite longbow +7 (1d8+3/×3)
Special Attacks combat style (archery), favored enemy (undead +2), hatred
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Statistics
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Str 16, Dex 16, Con 12, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +6; CMD 19 (23 vs. bull rush, 23 vs. trip)
Feats Endurance, Power Attack, Quick Draw, Rapid Shot
Traits indomitable faith, vagabond child (urban)
Skills Acrobatics -1 (-5 to jump), Climb +3, Disable Device +8, Handle Animal +3, Heal +7, Intimidate +3, Knowledge (dungeoneering) +4 (+6 to navigate underground), Knowledge (geography) +4, Knowledge (nature) +4, Perception +7 (+9 to notice unusual stonework), Spellcraft +4, Stealth +3, Survival +6 (+8 to avoid becoming lost when using this), Swim +3; Racial Modifiers lorekeeper, +2 Perception to notice unusual stonework
Languages Common, Dwarven
SQ favored terrain (urban +2), track +1, wild empathy +2
Combat Gear cold iron arrows (50), cold iron blunt arrows (50), oil of bless weapon (2), oil of magic weapon (4), potion of cure light wounds (4), potion of enlarge person (2), acid (2), alchemist's fire (2), caltrops (2), healer's kit, holy water (2), tanglefoot bag (4), thunderstone (2), weapon blanch (silver) (4); Other Gear mwk breastplate, mwk light steel quickdraw shield, kukri, longbow, mwk composite longbow (+3 Str), mwk dwarven double waraxe, bandolier, bedroll, belt pouch, canteen, canteen, compass, crowbar, flint and steel, grappling arrow, hemp rope (50 ft.), iron holy symbol of Torag, marbles, marbles, masterwork backpack, masterwork thieves' tools, mess kit, pot, powder (2), torch (10), trail rations (10), waterskin, 58 gp, 7 sp, 8 cp
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Special Abilities
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Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Deep Warrior +2 Gain a bonus to AC and grapple vs. Aberrations.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Undead +2) (Ex) +2 to rolls vs. Favored Enemy (Undead) foes.
Favored Terrain (Urban +2) (Ex) +2 to rolls when in Favored Terrain (Urban).
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Lorekeeper +2 for Knowledge (History) checks relating to dwarves and their enemies. These checks can be made untrained.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +2 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Marcus Antonius Minimus |

Marcus has stats as well if you click the name and I will put them here as well.
Marcus is the fifth son of a family of poor Varisian halfings. At the age of ten, his family unable to feed itself, he was thrust upon the grace of the church of Iomedae. He spent many years as an acolyte of Iomedae learning the tenants of Justice and Honor. He eventually accepted the order instead of resenting what his parents had done to him. Not being very bright and being unusually strong for a halfling Marcus took up the sword and began training as a paladin. Eventually he left for Lastwall to join the paladins there.
Marcus is a larger than average halfing with an errant mop of curly brown hair and green eyes. He wears a white cloak over a set of full plate. The sword of Iomedae is proudly enameled on his breastplate. The hilt of a sword nearly as tall as him deforms the right shoulder of his cloak. A tiny silver sword of Iomedae hangs from the pommel of the larger sword.
Marcus is determined to prove that he can be as good a paladin as any other despite his size. Where his strength and his courage fail him he turns to his faith in Iomedae.
He treats party members judgment or criticism of his code good naturedly and doesn't expect them to follow it, but does his best to never turn from his code.
Marcus believes that all citizens should assist him in rooting out evil because he is a paladin. Therefore he will always try the I Am The Law approach before diplomacy.
Marcus Antonius Minimus
Male halfling paladin 3
LG Small humanoid (halfling)
Hero Points 1
Init +1; Senses Perception +1
Aura courage (10 ft.)
—————
Defense
—————
AC 19, touch 12, flat-footed 18 (+7 armor, +1 Dex, +1 size)
hp 25 (3d10+3)
Fort +9, Ref +7, Will +8; +2 vs. fear
Immune disease, fear
—————
Offense
—————
Speed 30 ft. (20 ft. in armor)
Melee dagger +6 (1d3+5/19-20) or
mwk cold iron greatsword +7 (1d10+7/19-20) or
sap +6 (1d4+5 nonlethal)
Special Attacks smite evil 1/day (+3 attack and AC, +3 damage)
Paladin Spell-Like Abilities (CL 0th; concentration +3)
At will—detect evil
—————
Statistics
—————
Str 16, Dex 12, Con 12, Int 8, Wis 8, Cha 16
Base Atk +3; CMB +4; CMD 16
Feats Extra Lay on Hands, Power Attack
Traits bully, indomitable faith
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Intimidate +8, Knowledge (religion) +3, Perception +1,
Sense Motive +3; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ hero points, lay on hands 6/day (1d6+1), mercy (sickened)
Combat Gear oil of bless weapon (2), potion of cure light wounds (4); Other Gear mwk banded mail,
dagger, mwk cold iron greatsword, sap, cloak of resistance +1 , silver holy symbol of Iomedae, 872 gp
—————
Special Abilities
—————
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Fearless +2 racial bonus vs Fear saves.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Lay on Hands (1d6+1 hit points, 6/day) (Su) As a standard action (swift on self), touch channels
positive energy and applies mercies.
Mercy (Sickened) (Su) When you use your lay on hands ability, it also removes the sickened condition.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +3 to damage, +3 deflection bonus to AC when used.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.
I haven't spent all of my money yet either. What do you guys do with the last thousand or so gold when you have all the mundane gear you need and don't want to carry around barrels of potions?

Mathias Yanto |

I have added the back story, appearance, and personality to my character profile and I intend on posting under this alias, rather than Nimbl.
Marcus,
I tend to hold onto my extra money for something that I really want (though I have never played PbP games). If you have everything you feel you need to be effective then there is no point in spending every penny.

Mathias Yanto |

Realized I missed a feat
Mathias Yanto
Male human monk 3
LG Medium humanoid (human)
Init +6; Senses Perception +7
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Defense
--------------------
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 25 (3d8+6)
Fort +4, Ref +5, Will +5; +2 vs. enchantments
Defensive Abilities evasion
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Offense
--------------------
Speed 40 ft.
Melee club (mwk) +7 (1d6+4) or
dagger +6 (1d4+4/19-20) or
quarterstaff (mwk) +7 (1d6+6) or
quarterstaff (mwk) flurry of blows +6/+6 (1d6+4) or
unarmed strike +6 (1d6+4) or
unarmed strike flurry of blows +5/+5 (1d6+4)
Ranged or
shuriken flurry of blows +3/+3 (1d2+4) or
shuriken +4 (1d2+4)
Special Attacks flurry of blows, stunning fist (3/day, DC 13)
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Statistics
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Str 19, Dex 14, Con 13, Int 8, Wis 14, Cha 7
Base Atk +2; CMB +7 (+9 grapple); CMD 21 (23 vs. grapple)
Feats Dodge, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Power Attack, Quick Draw, Stunning Fist
Skills Acrobatics +7 (+11 to jump), Climb +9, Knowledge (religion) +4, Perception +7, Sense Motive +7, Stealth +7
Languages Common
SQ fast movement, maneuver training
Combat Gear potion of mage armor (10), wand of magic weapon (50 charges); Other Gear club (mwk), dagger, quarterstaff (mwk), shuriken (10), dwarven trail rations, 844 gp
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Special Abilities
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Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10 ft.) The Monk adds 10 or more feet to his base speed.
Flurry of Blows +1/+1 (Ex) As full-rd action, higher BAB and combo unarmed/monk wep as if two-weapon fighting.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Quick Draw Draw weapon as a free action (or move if hidden weapon). Throw at full rate of attacks.
Stunning Fist (3/day, DC 13) You can stun an opponent with an unarmed attack.

John Whyte |

Sorry Marcus for not making that connection.
Well we have 4 statted applications, which is exactly the right number so let's get the ball rolling. A couple of things
Mathias : The monastery is long closed, so there will be no recruits from it.
Marcus : I can't fault your reason, its haunted, yes there is but that needs kicking.
Because it is the only thing resembling a plot, who wants to have a relative (sister would be ideal) sent here years ago and you are now trying to find the record book to locate her?

Beswaur Blue Bottle |

... I haven't spent all of my money yet either. What do you guys do with the last thousand or so gold when you have all the mundane gear you need and don't want to carry around barrels of potions?
Everyone should probably have a healing wand in my opinion.
After that, I buy lots of tools and alchemical stuff. Clear ear, portable ram, grappling hook, liquid ice, hammer and spikes, holy water, bunch of scroll of 1st level buff/utility spells (even if you can't use them you can ask someone else to cast it on you), oil of magic weapon, caltrops, etc...