| RIZZENMAGNUS |
looking for 4+ players to do a simple dungeon dive.
Nothing grand or epic, just the usual meet at the Inn, get hired to go into dungeon, kill some evil monsters, take the loot, and go back to inn to get drunk. simple.
I suffer from PTSD, and i desperately want to get back into RPGs, but my previous attempts have been too grand and have failed completely. My hope is by keeping it simple, i will be able to regain that ability to DM a proper campaign again.
Simple Character creation rules:
1st level
25 point buy
500 gold start
Core Races only
Core classes only
Max hit points.
The story starts at a day-travel inn along a back road. its the type of inn that is spaced out every 20 miles, or a days travel, on the road. Hence the name.
| spectrevk |
Here's a rough draft of the stats I've come up with:
Arcane Bond: Familiar - Teena (Lizard - gecko)
Favored class: Wizard (skill)
STR 08
DEX 16
CON 13
INT 18
WIS 10
CHA 12
HP: 10 AC: 14 (18 w/Mage Armor), Touch: 14 Flat: 11 (15 w/Mage Armor)
Fort +2 Ref +4 Will +3 (+5 vs fear)
Languages: Common, Halfling, Dwarven, Elven, Gnome, Goblin
SKILLS
Knowledge (arcana) (Int) +8
Knowledge (dungeoneering) (Int) +8
Knowledge (local) (Int) +8
Knowledge (planes) (Int)+8
Linguistics (Int) +8
Ride (Dex) +4
Spellcraft (Int) +8
FEATS
Toughness, Scribe Scroll (Wizard), Alertness (familiar)
SPELLS PREPARED
0: Detect Magic, Light, Prestidigitation
1: Mage Armor, Color Spray, Burning Hands (School spell)
SPELLS KNOWN:
1: Endure Elements, Grease, Mage Armor, Comprehend Languages, Color Spray, Burning Hands, Silent Image
GEAR
Cold-Iron Dannger 4gp
Riding Dog (Barry) 150gp
Riding Saddle 10gp
Saddlebags 4gp
Backpack 2gp
2 Alchemist's fire flasks 40gp
Acid flask 10gp
Bedroll 1sp
Blanket 5sp
Rope, hemp (50ft) 1gp
Waterskin 1gp
Trail Rations, 5 days 25sp
Inkpen 1sp
Ink 8gp
Flint and Steel 1gp
Grappling Hook 1gp
RACIAL NOTES
Small: Halflings are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty
to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Halflings have a base speed of 20 feet.
Fearless: Halflings receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by halfling luck.
Halfling Luck: Halflings receive a +1 racial bonus on all saving throws.
Keen Senses: Halflings receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Halflings receive a +2 racial bonus on Acrobatics and Climb skill checks.
Weapon Familiarity: Halflings are proficient with slings and treat any weapon with the word “halfling” in its name as a martial weapon.
Languages: Halflings begin play speaking Common and Halfling. Halflings with high Intelligence scores can choose from the following: Dwarven, Elven, Gnome, and Goblin.
WIZARD SCHOOL NOTES
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature’s spell resistance and take the better result.
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per day equal to 3 + your Intelligence modifier.
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per day equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Ollymer is a proud recent graduate of a nearby Wizard's college who doesn't have the temperment for academia and after a less than fruitful attempt at joining an adventuring party ended with the partnership being dissolved and him stranded in his present location, he is eager to find work so that he can afford the trip home.
| Andostre |
Rizzenmagnus, when you say core races and core classes only, does that imply core content only? Specifically, are traits being used and are non-core feats allowed?
Also, what sort of posting rate are you expecting? Once per day? More or less than that?
How long will recruitment be open?
My rogue is nearly done, but I had the above questions about feats and traits. Thanks!
| RIZZENMAGNUS |
| 1 person marked this as a favorite. |
@andostre, lets keep it simple and just core rulebook material. So no traits.
Posting rate will be at least 1 post every 2 days, but when combat occurs then its a post a day.
I treat a 24hr period as 1 round of combat. Everyone gets a chance to post, and then i post the npc turn and them repeat.
Ill keep recruitment open til friday.
| Morsun Morsun |
Hi, this is Andostre posting under the PC I'm submitting.
Additionally, I want to add that having GMed a PbP campaign (although not on Paizo boards) and having played in various campaigns on the Paizo boards, I am familiar with the routine and I understand the importance of keeping posting momentum going, and I understand it's the responsibility of both the GM and the players.
I've been playing since 1st edition D&D (barely), GMing since 2nd edition, and have been involved in a number of related, continuous PbPs since... dang, since 2006. Those aren't on this board, but I am involved in a fair amount of other PbPs on this board. I'm pretty laid back about the rules as a player, and I enjoy playing flawed characters that aren't supposed to be taken too seriously.
Let me know if there are any questions, and good luck to everyone!
rorek55
|
Here is a rough draft for my bards crunch.
Maria Azora
Str: 14
Dex: 17
Con: 14
Int: 12
Wis: 10
Cha: 16
====================================
Defenses:
====================================
HP: 10
AC: 18 T:14 FF:15 (10+4 armor+3Dex+1shield)
Saves:
Fort: +2
Ref: +5
Will: +2
====================================
Offense:
====================================
Movement: 30ft
Rapier: +3
Damage: 1d6+2
Light Mace: +3
Damage: 1d6+2
Shortbow: +3
Damage: 1d6+2
Feats:
1- Arcane Strike, Weapon finesse
====================================
Skills: 6+int/level Total:7
====================================
Perform (Sing/Oratory): 1
Perception: 1
Stealth: 1
Diplomacy: 1
Know. (Arcana): 1
Acrobatics: 1
Sleight of hand: 1
Spellcraft: 1
Spells: 1st level: 2/day
0th level: Detect Magic, Prestidigitation, Dancing Lights, Ghost Sound, Mage Hand
1st level: Grease, Sleep
Equipment:
Arms and Armor: Rapier, Buckler, Longspear, Chain shirt, Dagger, Light Mace, Composite Shortbow (+2), 20 arrows, 20 blunt arrows.
Magic Consumables: 3 Scrolls of CLW (75), Scroll of Grease(25g), Scroll of Sleep (25g), Scroll of Identify(25g), Scroll of Fascinate Creatures (25g), Scroll of Comprehend languages (25g), potion of CLW(50g)
A TL:DW (too lazy, didn't write) version of her backstory until I sit down and actually write it all out-
noble's daughter, didn't like the hauty life, ran away. Sings at towns and inns for money/lodging and can defend herself well enough in combat. shes 5'8" with Black hair and bright green eyes.
| Gorasha |
A couple of half-orcs walk into the tavern. A middle-aged female and old male have come to share drinks after a hard day's work. Those who aren't regulars shift somewhat uncomfortably at the half-breeds but the regulars don't mind Gorasha and her father, who generally knock back a few ales while conversing in low tones then head home quietly. The blacksmith, however, never fails to get angry at their appearance. Ever since Gorasha came to town with that "mending" of hers, his business has fallen off considerably. But his friends keep him in line. One of them calms him down, explaining
There's still plenty o' work for ye, Sam. People still need new tools and every now and again someone wants a weapon. Gorasha does good work and keeps to 'erself. She just wants to support 'er parents and read 'er books.
Later, when the blacksmith has left, Gorasha comes over to her advocate. Hesitantly, she expresses her appreciation
Thank you for talking Sam. I no want trouble. Have drink on me.
She puts down a few coppers and heads home with her father.
Background and build in the alias.
| Isabella Blackleaf |
Alrighty, meet Isabella Blackleaf.
The crunch is set, I just need to add equipment.
Her backstory is simple; Isabella grew up in a small village of Half-Elves near Kyonin, the natural consequence of Elves' tendency to 'dally' with humans who come to trade, combined with their reluctance to allow creatures not wholly Elven to live in their beautiful kingdom.
Raiders attacked the village while Isabella was away, exploring the forest, and she returned to find the buildings burning ruins, and her people gone. These things can have a profound effect on a young person's mind, especially when you never find out who did them.
Isabella adventures to pay her bar tab. She doesn't mind killing, just so long as it's not for an out-and-out evil cause. She prays to Pharasma to receive the souls of those who fall against her in battle, and to make note of Isabella's own death when it comes.
| RIZZENMAGNUS |
Chosen PCs:
Morsun morsun dwarf rogue
Ollymer halfling wizard
Amber halfling rogue
Atara human fighter
Maria human bard
Throkk human barbarian
Isabella half elf ranger
If your name is chosen, jump onto the discussion board to show you got the message.
If youre name wasnt chosen, just remember that if one of the above dont join in, i will send a PM looking to fill the vacancy.