A storm over Tethyr (Inactive)

Game Master JohnLocke


1 to 50 of 1,107 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Hello everyone!

Welcome to the discussion thread! It is here that we will fine-tune your characters stats and backgrounds, and when the game starts, OOC discussion should be located here, too.


hey guys. Thrilled to be here!

I need to put together an alias for Hezar the ranger.

@ DM I liked the idea of sharing the favored terrain bonus w companions. Though the loss of other favored enemy is tough. I was not married to it, and can drop it. It was more of a flavor thing.

On that note I am not sure which favored enemy to start with.


Female Ifrit Scorcerer 1

Hello. Elur checking in. Thank you for including me in your campaign. I'm exited to explore the forgotten realms with y'all.


Female Sun Elf Rogue 4

Reporting in. Thanks for bringing me into the campaign!


Welcome to all who have reported in so far! Thanks for choosing to join this game, I intend to make this a great one for all concerned!

@ Vuvu - if in doubt, humans make a good choice. They're everywhere!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Yea I had thought humans, I wanted to check in and see if there was something special going on in and around Tethyr that might inform the character a bit. Orc invasion in the recent past I would go orc. But for now I will plug in Human.

I have put together a rush Alias with basics in there. I also ditched the Battle Scout idea.

Scarab Sages

Thanks for the invite i'll have Landon finalized later tonight


Just a reminder to all selected players - if you still want to accept my invite please either post in the discussion thread or PM me. Thanks very much :-)


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

I'm surprised I got in, but very thankful!

I will work to have Ari converted and changed to a Magus tonight, hopefully. I have a friend who might be stopping by, so I'm not positive.

Also, for the record, I plan to stick straight Magus, I feel it really captures the Bladesinger concept best, though I'll look over the Archetype from ARG again, just in case.

Oh, I forget, can I use racial stuff, for an Elf from the ARG?

Liberty's Edge

hey hey hey! looks like the gang's all here! Glad we get to roll forgotten realms; I'm always looking to broaden my experience in campaign settings. Seeing as how I'm in the process of creating my own in my spare time, all input and gameplay is good learning. Once we work out the kinks and finalize, I should have no problem matching the pace and posting frequency of the group. Here's to adventure and glory!


Male Mountain man Woodsman/6

Thanks for the invite - excited to gaming in the Realms once again! Will be working on my character tonight and in the morning - got to get him up to Pathfinder standards.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Alright, as per request, Belgrin has changed lifestyles somewhat, and you've got a solid dwarven fighter now standing between the party and the monsters' menu. need to flesh out a little backstory, but I guess I'll work with the DM on that. He can make some maps to avoid getting lost, gonna keep a journal when he can, and he's sure to be a sturdy front line for all the dangers we'll face.


@ Ariael - yes, ARG options are fair play.

@ everyone - Thanks for checking in! I hope to have the game rolling on monday, but tuesday is also a possibility. I'll start going over characters tomorrow, so just in case you haven't created an alias please go ahead an do so. I'm not a big stickler on format, as I'm going to plug your character info into my super secret character records anyways, which will reveal any math errors and such.

Once again, greetings! With this bunch, Tethyr won't know what hit it!


M Human Cleric/2 Initiative +1; AC 22; HP 17

Here is Duvall, Human Cleric of Helm (alias of hedgeknight) - working on his profile - got a lot of it figured out.
How much gold do we have to start? And what domains does Helm have in Pathfinder?


Everyone gets max starting gold for their class. As a cleric of Helm, you automatically get your heavy armor proficiency back and a set of full plate mail and a heavy steel shield at 1st level. Suggested domains include protection, strength, law, and war, or any subdomains you feel are appropriate. Helm's favoured weapon is the bastard sword but, as a classic cleric, you're not proficient. We'll go over cleric specific rules when I get a bit more time.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Here's Landon, not quite done but working on it. It`ll be good to have a fellow Helmite in the group.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Woohoo. So I am going to be traveling overseas tomorrow evening Eastern time. I will be laying over for a long time in london where I will be able to post as necessary, then continuing to the other side of the world from there. Sunday America time, Monday my time. My posting will be slower than it will be when I am back home, but barring some unforeseen inabilty to access internet which is extremely unlikely I will be right there with you guys.

I cannot begin to express how excited I am by this. I think I am more or less good to go Locke. I will probably by some other odds and ends with me extra gold but I think I am good.

That is unless I can assume that I have used my Craft Bowyer to have created a MW Comp Longbow, in which case I would do that. I plan to put ranks into that until I can make arrows without having to roll.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

note though other than when i am on the plane, i will still be able to post twice a day, in the morning before working and t night before bed.


@ Duvall Kane - I forgot to mention, but perception is a class skill for clerics. Also, a little bit on spell selection for clerics: with the core rules, apg, uc and um all adding spells to the cleric's list, spell choice can be daunting. In this campaign, you get access to the spells from the core rules only to start; then, every time you level up, you add two spells of any level you can cast from other sources (the APG, UC and UM for now) to add to your list. At 5th level, you can choose to take an initiate feat, which will expand your list further and give you access to religion-specific spells.

@ Landon - could you look at replacing the shield specialization with another feat? Shield spec has some prereqs that you don't have, sorry!

@ Hezar - the masterwork bow would add 300 gp to it's value - I don't think that's within reach right now :-( Also, safe travels! Hope you have a great trip, though it sounds work-ish so I suppose it's not all fun and exotic destinations.

@ everyone - on your character sheets, it would be helpful if you'd note what your favoured class bonus is (and yes, you get a bonus at 1st level!). Also, if taking any variant racial traits, please note them as well. Finally, please don't forget that you get two traits in this campaign (sourced from pg 326 of the APG, or this link) from the Pathfinder rules online.


M Human Cleric/2 Initiative +1; AC 22; HP 17

I need to adjust my equipment, but other than that, I think I'm about ready to roll!


Female Sun Elf Rogue 4

Pretty sure I'm done. Do you want the party to have met up and assembled before the game starts?


@ Duvall Kane - just putting your character through my scanner, a few small things to note:

- the glory domain isn't technically part of Helm's domains list, but seeing how he hates the undead, it actually works

- don't forget to include the +1 resistance bonus your protection domain grants to your saves! Your will save will be dominating - but don't forget that reflex save...

- your domain spells are oddly overlapping - shield of faith and shield? Weird.... don't forget to take a look at the subdomains from the APG, they are fair play as well.

Otherwise, looking good!


@ Janieries - I was having trouble finding your traits until I checked the SRD :-) While outside the bounds I had specified, they're suitably generic enough to fit. So, no issues there.

And yes, she's ready to go and looking good! Great picture by the way :-)

@ Ariael - I agree, straight Magus might be the way to go. It's a great class!

@ Everyone - unless something different is specified in your backgrounds, you'll all be answering the call of the church of Helm, and thus likely meeting one another for the first time - except for Duvall and Landon, you might know each other as church brothers. Also, no big deal, but the church strips last names from it's members, so you might be "Duvall, Adept of Helm".

I know it's a little contrived, but I'm hoping you'll overlook the whole "gathering of strangers" trope and just use it as an opportunity to roleplay your characters meeting.


@ Hezar - just going over your character....

- jungle fighter is a very specific trait - I would note that there's no jungle in Tethyr, just in case you wanted to reconsider. It's also outside of the materials specified, but no big deal.

- with your stats, your saves should be fort +3, ref +6, will +2

- otherwise, looking good!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I will make that Edit. I figured Jungle went with all Forest. But, I did miss the outside of Materials! I was being cutesy with it.

TY

I am starting to think on a backstory as well. I will put it up when I am at the airport.

EDIT: Fixed Saves. Managed to keep my woodsiness by going with Log Roller. Also helps w Acro not being a ranger skill. Going with Skills for Favored class as well.


@ Elur Tamut: Just checking out your character....

- assuming you chose the fire elemental bloodline (which would seem evident) then your base speed should actually be 60 feet

Other than that, looking good!


@ Belgrin - looks ready to go! I must ask: what is a dwarven maulaxe?


Female Ifrit Scorcerer 1

I don't get the movement bonus till 15th level.

Quote:
Elemental Movement: At 15th level, you gains special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.

As far as my character, I'm working on the background. Should have it up sometime tonight.


@ Elur Tamut - my apologies re: the elemental movement. I'm looking forward to seeing Elur's background!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

a dwarven maulaxe is a combination hammer and axe, a light weapon. does 1d6 damage, but can be used as bludgeoning or slashing, and is enchanted as a single weapon, unless enchants specifically enhance slashing or bludgeoning effects. Lower damage than, say, a dwarven waraxe, but more versatile in case of skellies or golems or something.

EDIT: looking again, apparently it can also be thrown. talk about usability!


@ Belgrin - I've checked every resource I have - core, APG, ARG, UC, UE, and can't find that weapon. Where did you get it from?

EDIT: found it on the SRD. From the adventurer's armory. Not exactly the core materials I had specified, but fine, as I accepted several traits from non-core sources I suppose I'd be nitpicky to call you out on this. Seems a little weak to me though; with all the money you were given as a starting character, a dwarven waraxe and a heavy mace wouldn't break the bank.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Torn between a Spell Dancer and base Magus.

Suggestions?

Also, is there any trait besides Highlander that makes Stealth a class skill? I'd take it, but it doesn't seem to make sense for a forest Elf.

Finally,

Is ok to take the Child of Nature as a Neutral Good PC?


@ Ariael - I'd stick with the base magus class myself, as it offers plenty of punch and interesting mechanics. But, whatever fits your vision is really what you should go with.

I'm not aware of any other traits that give stealth as a class skill, but to be honest the list on the SRD is daunting. If it fits mechanically, go ahead and take it; it's easier to wrap story around mechanics than vice versa. You could say he served as a scout in the starspires, hunting orcs or whatever.

Sure, child of nature is fine; it sounds suitably nature-y to fit all number of Realms deities and backgrounds.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Sorry, should've been shield focus.


@ Landon - shield focus still requires a BAB of +1 :-( Your Inquisitor doesn't meet the prereqs, sorry!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

so inquis, ranger, fighter, magus, sorc, cleric, rogue. 7 we can conquer the world!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

@locke yeah sorry, didn't occur to me it wouldn't be in one of the books, I just usually use the SRD for most purposes now, since its a pretty comprehensive resource. Didn't even snap to check if it was core or not.

and yeah, I thought about going with a waraxe and a warhammer or something, but I figure the extra die size isn't going to matter much when my strength is high enough to get a good flat bonus. besides, it means I have a balance of both in one weapon. Figured I'd give it a try and see how it works for me. First time for everything, right?

Guess I need to get at least a little background cooked up for this guy.


Female Ifrit Scorcerer 1

No problem. I almost did it myself when I first built the character.

Elur's background is up. Being my first time in the Realms, I would definitely appreciate any feedback. But I think it should be okay.


Male Mountain man Woodsman/6
DM Locke wrote:

@ Duvall Kane - just putting your character through my scanner, a few small things to note:

- the glory domain isn't technically part of Helm's domains list, but seeing how he hates the undead, it actually works

- don't forget to include the +1 resistance bonus your protection domain grants to your saves! Your will save will be dominating - but don't forget that reflex save...

- your domain spells are oddly overlapping - shield of faith and shield? Weird.... don't forget to take a look at the subdomains from the APG, they are fair play as well.

Otherwise, looking good!

I'll gladly change the domain(s) if it will fit the campaign better; I'm using two sub-domains and yes, the shield spell IS weird! Added the save bonus and change my name! Thanks for proofing my character!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Put together a Backstory for him, and went completely away from what I normally would have done.

Unlike most adventureres he has no trauma, not murdered family, or scars from war. Just a normal (all be it far above average) guy. So normal that he has become completely bored with life. He must be meant to do more.

I can create something more epic of course, but it just seemed like that is who he is.


@ Belgrin - if it fits your backstory it's fine - and I suppose the relatively low dice might not make a big difference. I don't know how it's going to affect your weapon training bonuses though, as axes and hammers are different classes of weapons. Well, I guess we'll see how it goes.

@ Elur - that's a fine backstory :-)

@ hedgeknight - keep the domain if it suits you; like I noted, Helm is not a fan of the undead and their predatory ways. Just a little niggle: you have a warhammer, which you're actually not proficient with. The morningstar or heavy mace are simple weapons that offer the same damage dice though a smaller crit bonus.

@ Hezar - I like his background a lot actually. No need for every adventurer to be born out of tragedy!


Just a few notes on style, and some conventions to use during play:

- in character speech should be done in bold; which is [b][/b]
- if you want to give us an insight into your characters thoughts, they should be in italics; which is [i][/i]
- if you want to say something out of character, use the ooc tag; which is [ooc][/ooc]
- if you want to privately say something to another character, say for example in a language you both know, indicate the character and mode of communication, and use the [spoiler=] tags; note, we're going on the honour system for their use, but be warned that I'll be reading the spoiler, cuz I'm the DM and I need to be in the loop
- and of course, we're going to be using the message board's built in dice roller 1d20 + 6 ⇒ (12) + 6 = 18; which is [dice][/dice]
- most of the time, I'll post my rolls in public, but on occasion, I may roll privately, if I think it serves the story/narrative/mystery/whatever
- as noted earlier, I will be rolling initiative and sometimes perception rolls for your characters; if you want to take an action that requires a dice roll, such as a diplomacy check, then please include it along with the description of what you're doing.
- likewise, in combat posts, if you're attacking something, please include your attack roll, possible critical confirmation (if needed) and damage roll
- I'm thinking of running initiative a little differently than I would in face-to-face play. What I might suggest is that after rolling initiative, that the side with the higher average goes first. Which is to say, if you're facing three orcs, and after checking adjusted initiative your sides average is higher, then all of you go first, then the orcs. Its less realistic, but might speed up play. Am still considering.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

DM That is how I run my games on PbP and I find it really does speed things up.

What I do is if I am on I will post results as it happens

For example. I log on and I find that

Post 1: Frank the barbarian has made an attack AC 25 for 12 damage

Post 2: Julie the Rogue has charged into flank for AC 22 and 14 damage

I make a note of the result then I would post something About what happenned, possibly where the weapons hit, what the bad guy did etc.

Then later on that day maybe the Fritz the Wizard casts magic missle at another baddie, I would describe that.

Once the whole team has gone I can do one large post about what all the badguys do. I have had a couple of foul ups doing it, because of large combats, but I definitely like the pace of it.

Anyhow my 2 cents on it.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Morning folks! Finalizing my equipment list - are we allowed to purchase magic items? With the church providing my armor, I have around 100 gold to spend. I can get a couple of potions or even an Ioun Torch which would free up my hands in darkness. Just asking, if not, that's cool.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

That's what i get for flopping back and forth between paladin and inquisitor, sorry

I've hopefully caught all of my mistakes and bought gear as well


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

landon what are you planning to multi class into? I see you have magical knack


Female Sun Elf Rogue 4

I'd save the cash Duvall. We can possibly buy things at the start of the game, and if we wait till then, we can pool any remaining cash to get party supplies (I've got 39 gold spare, for instance)


Female Ifrit Scorcerer 1

Thanks. In that case Elur is ready to go.

Janiries, I totally agree. I've got an extra 54 gold as well. And sometimes that pooled gold comes in handy.


M Human Cleric/2 Initiative +1; AC 22; HP 17

Landon and Duvall > bringing the pain in the name of Helm! Oh, yeah!

re: Gold > good idea, we may need it for something big.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I purchased one CLW potion. Always good to have one. I think I have 15 gold or so.

1 to 50 of 1,107 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Locke's classic FR Adventure discussion thread All Messageboards

Want to post a reply? Sign in.