Age of Worms

Game Master Lazyclownfish

Roll20 | Loot Sheet


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Okay, new post for you to link to for Paiman. And lots of spoilers. A side effect of character building by hand instead of using one of the software tools.

Attributes:

11 1
12 2
13 3
14 5
15 7
16 10

10 16 W - S 13 - 13 +1
5 14 I - D 10 - 10 +0
5 14 H - C 12 - 12 +1
3 13 S - I 14 - 14 +2
2 12 C - W 16 - 18 +4
0 10 D - H 14 - 14 +2

Human (Bakluni):

Golden tones of skin - Gray-Green or Green eyes, rarely hazel or gray - dusky brown to bluish-black hair
Ability Score Racial Traits: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
Size: Humans are Medium creatures and thus receive no bonuses or penalties due to their size.
Base Speed: Humans have a base speed of 30 feet.
Languages: Humans begin play speaking Common. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). See the Linguistics skill page for more information about these languages.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Cleric (of Istus):

Alignment: A cleric’s alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
Hit Die: d8
Starting Wealth: 4d6 × 10 gp (average 140 gp.) In addition, each character begins play with an outfit worth 10 gp or less.
Class Skills
The cleric’s class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).
Skill Ranks Per Level: 2 + Int modifier.
Table: Cleric
Level BAB Fort Ref Will Special Spells Per Day
0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +2 +0 +2 Aura, channel energy 1d6, domains, orisons, spontaneous casting
3 1+1 — — — — — — — —
2nd +1 +3 +0 +3 4 2+1 — — — — — — — —
3rd +2 +3 +1 +3 Channel energy 2d6
4 2+1 1+1 — — — — — — —
4th +3 +4 +1 +4 4 3+1 2+1 — — — — — — —
5th +3 +4 +1 +4 Channel energy 3d6
4 3+1 2+1 1+1 — — — — — —
6th +4 +5 +2 +5 4 3+1 3+1 2+1 — — — — — —
7th +5 +5 +2 +5 Channel energy 4d6
4 4+1 3+1 2+1 1+1 — — — — —
8th +6/+1 +6 +2 +6 4 4+1 3+1 3+1 2+1 — — — — —
9th +6/+1 +6 +3 +6 Channel energy 5d6
4 4+1 4+1 3+1 2+1 1+1 — — — —
10th +7/+2 +7 +3 +7 4 4+1 4+1 3+1 3+1 2+1 — — — —
11th +8/+3 +7 +3 +7 Channel energy 6d6
4 4+1 4+1 4+1 3+1 2+1 1+1 — — —
12th +9/+4 +8 +4 +8 4 4+1 4+1 4+1 3+1 3+1 2+1 — — —
13th +9/+4 +8 +4 +8 Channel energy 7d6
4 4+1 4+1 4+1 4+1 3+1 2+1 1+1 — —
14th +10/+5 +9 +4 +9 4 4+1 4+1 4+1 4+1 3+1 3+1 2+1 — —
15th +11/+6/+1 +9 +5 +9 Channel energy 8d6
4 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1 —
16th +12/+7/+2 +10 +5 +10 4 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1 —
17th +12/+7/+2 +10 +5 +10 Channel energy 9d6
4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 2+1 1+1
18th +13/+8/+3 +11 +6 +11 4 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1 2+1
19th +14/+9/+4 +11 +6 +11 Channel energy 10d6
4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 3+1 3+1
20th +15/+10/+5 +12 +6 +12 4 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1 4+1
Class Features
The following are class features of the cleric.
Weapon and Armor Proficiency
Clerics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields). Clerics are also proficient with the favored weapon of their deities (Net or Bola)
Aura (Ex)
A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells
A cleric casts divine spells which are drawn from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric’s spell is 10 + the spell level + the cleric’s Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Chaotic, Evil, Good, and Lawful Spells A cleric can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaotic, evil, good, and lawful descriptors in their spell descriptions.
Orisons Clerics can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Cleric under “Spells per day.” These spells are treated like any other spell, but they are not expended when cast and may be used again.
Channel Energy (Su)
Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or a neutral cleric who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or a neutral cleric who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric of a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric can cast spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric’s level + the cleric’s Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per day equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect.
A cleric must be able to present her holy symbol to use this ability.
Domains
A cleric’s deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, activating a domain power is a standard action.
A complete listing of cleric domains can be found here: Luck(Fate), Knowledge, Knowledge(Memory), Madness(Truth), Void(Isolation) [as futility of life]
A good cleric (or a neutral cleric of a good deity) can channel stored spell energy into healing spells that she did not prepare ahead of time. The cleric can “lose” any prepared spell that is not an orison or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name).
An evil cleric (or a neutral cleric of an evil deity) can’t convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name).
A cleric who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player’s choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the cleric channels positive or negative energy (see channel energy).
Bonus Languages
A cleric’s bonus language options include Celestial, Abyssal, and Infernal (the languages of good, chaotic evil, and lawful evil outsiders, respectively). These choices are in addition to the bonus languages available to the character because of her race.

Domains:

Luck (Fate)
Granted Powers: You are infused with luck, and your mere presence can spread good fortune.
Bit of Luck (Sp): You can touch a willing creature as a standard action, giving it a bit of luck. For the next round, any time the target rolls a d20, he may roll twice and take the more favorable result. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Tugging Strands (Su): At 8th level, you can force a creature within line of sight to reroll any one roll that it has just made before the result of the roll is revealed. The result of the reroll must be taken, even if it is worse than the original roll. You can use this ability once per day at 8th level, and one additional time per day for every 6 levels beyond 8th.
Domain Spells: 1st—true strike, 2nd—augury, 3rd—borrow fortune, 4th—freedom of movement, 5th—break enchantment, 6th—mislead, 7th—spell turning, 8th—moment of prescience, 9th—miracle.

Void (Isolation)
Granted Powers: You can call upon the cold darkness between the stars to gain flight, travel to other worlds, or summon monsters from beyond to do your bidding.
Guarded Mind (Ex): You gain a +2 insight bonus on saving throws against all mind-affecting effects.
Aura of [Fate Lost](Isolation) (Su): As a standard action, you can create a 20-foot aura that causes enemies within to be overcome with feelings of [futility](isolation and loss). Your enemies treat the aura as difficult terrain, as they become sluggish within its area of effect. Furthermore, while within the aura, your enemies cannot provide flanking, nor can they use or benefit from the aid another action. The aura lasts for a number of rounds equal to 3 + your Wisdom modifier (7), but the rounds need not be consecutive. This is a mind-affecting emotion effect.
Domain Spells: 1st—feather fall, 2nd—levitate, 3rd—fly, 4th—crushing despair, 5th—overland flight, 6th—wall of force, 7th—reverse gravity, 8th—prismatic wall, 9th—interplanetary teleport.

Skills:

2+2 Int+1 Skilled+2 Background - 5 Adventuring and 2 Background per level.
Bonus Skill Att+Rank+Class+Specified(+Circumstantial)
+ 0-Acrobatics 0+0+0(-AC)
+ 2 Appraise 2+0+0
+ 2 Bluff 2+0+0
+ 1-Climb 1+0+0(-AC)
+ 2 Diplomacy 2+0+0
+ 2 Disguise 2+0+0
+ 0-Escape Artist 0+0+0 (-AC)
+ 0-Fly 0+0+0(-AC)
+ 4 Heal 4+0+0
+ 2 Intimidate 2+0+0
+ 6 Knowledge (History) [Background] 2+1+3
+ 6 Knowledge (Planes) 2+1+3
+ 6 Knowledge (Religion) 2+1+3
+ 6 Linguistics 2+1+3
+ 4 Perception 4+0+0 (Low-Light vision)
+ 2 Perform (Any) 2+0+0
+ 8 Profession (Fortune Teller) [Background] 4+1+3
+ 0-Ride 0+0+0(-AC)
+ 4 Sense Motive 4+0+0
+ 6 Spellcraft 2+1+3
+ 0-Stealth 0+0+0(-AC)
+ 4 Survival 4+0+0
+ 1-Swim 1+0+0(-AC)
+ 9 Use Magic Device 4+1+3+1 Trait

Feats:

Feat Tax Useable Feats:
Agile Maneuvers
Martial Mastery
Weapon Finesse

Trained Feats:
1 Extra Channel: You can channel energy two additional times per day. (Gives 7 Channels per day.)
H Selective Channeling: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. (2 targets)

Traits:
Magic: Dangerously Curious: You gain a +1 bonus on Use Magic Device checks, and Use Magic Device is always a class skill for you.
Campaign: Creature of Darkness: Your time spent working in the mines of Diamond Lake has accustomed your eyes to the darkness.
Benefit: You gain low-light vision.
Secret: You work in Dourstone mine.

Gear:

140 GP budget
.20.00 Net 10' (ONLY)/6#/Entangle/5hp/DC25 Burst/DC20 Escape/-4 unfolded/2 rds to fold
.10.00 Bola (x2) 1d4/x2/10'/2# (per)/B/Nonlethal/Trip
..8.00 Morningstar 1d8/x2/6#/BP
.25.00 Studded Leather +3/+5/-1/30'/20#
..3.00 Shield, Light Wooden +1/-1/6#
.16.00 Kit, Cleric's 32# (a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol)
..5.00 Kit, Gear Maintenance 2# (metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons)
.11.00 Holy Symbol, Wooden, Flask 1# (Can hold up to a pint - typical vial of Holy Water)
..1.00 Cards, fortune-teller's, common .5#
..1.00 Pouch, Belt .5#
140 GP spent for 78#

<=50# Light - Encumbrance by Armor only
<=100# Medium - +3/-3/20'/x4
<=150# Heavy - +1/-6/20'/x3

Combat:

Init +0
20' move normal load - 30' w/o backpack

BAB+0; Melee+1; Ranged+0 CMB+1

Morningstar +1 for 1d8+1 @ x2 (BP)
Bola +0 for 1d4+1 @ x2 (10' [x5], B, Nonlethal, Ranged Trip)
Net +0 for Entangle (10' [x1])

-4 to throw unfolded net
2 Rds to fold net
Net has 5 HP, DC20 Escape Artist (Full Rd), DC 25 Burst

AC 14, T 10, FF 13, CMD 11 (3 Armor, 1 Str, 0 Dex, 0 BAB, 1 Shield)

HP 10 (8+[1xCon +1]+[1xFavored Class +1])

Fort +3 (+1 Con)
Ref +0 (+0 Dex)
Will +6 (+4 Wis)

Guarded Mind +2 insight vs min-affecting effects

Aura - NONE
Selective Channel for 1d6 x7 (Up to -2 targets per Channel)
Bit of Luck x7 - Standard to touch, target rolls and picks 2d20 every time for next Rd
Spells 3@0, 2+1@1

Languages: Common, Ancient Baklunish, Celestial, Infernal

Background:

Paiman was the first born son to Kacper, a young merchant prince, and Olamide, an acolyte of Istus. The family business was centered out of Thornward, in Ket. While he was still an infant, his grandfather sent the family to establish a trade office in Dyvers. The family chose Dyvers over Greyhawk because of the large temple of Istus within the Free City of Dyvers, which is not duplicated within the free city of Greyhawk.

The family did well in Dyvers for many years, with Paiman spending most of his time with his mother, in the temple. He thrived in that environment, playing with the tools of divination when others were playing with toy soldiers and dreaming of learning to fight.

A rival family whose business also traded between Thornward and the Nyr Dyv had set themselves up with partners in Greyhawk. Those partners decided to simplify their business by eliminating the competition. They didn't kill anyone, they stole and destroyed enough trade goods that Kacper became desperate to support his family.

He eventually worked his way down to having all of the family's money invested in Luzane Parrin's mining interests in Dimond Lake. At that point, he was forced ot move the family to Diamond Lake in order to try to protect their remaining investment. Olamide died shortly after their arrival, the day after Kacper convinced several of the other owners to stand against Balabar Smenk. The next time he did that, Kacper himself died suddenly.

Paiman, a late pre-teen whose primary knowledge was of the Church of Istus, found himself an orphan in a town where simply his age meant others claimed his inheritance. He did what he could to survive until he started to fill out. Then he found himself pushed into the mines to dig. At this point, he's spent years underground, being beaten down as he pulled ore out of the ground to make others wealthy.

He started telling fortunes for the other miners as a way of trying to relive happier times. As he practiced the art, and considered what he had learned in his first decade, Paiman realzed that the Colorless and All-Colored was gifting him with the ability to aid those around him. Doing what he could where it seemed it would matter, Paiman came to realize he could do more and more. He hid his activities from the Heironeons and Cuthbertites in Diamond Lake, because they would not respond well to his unexpected challenge for their followers. He has been providing the other miners around him with what benefts he can, but their exuberance about his help has revealed him to the community as a whole despite his best efforts.

Paiman finds himself beset by those who consider him a heretic to their religious views, those who want to keep taking advantage of his minor abilities, and those who want him to simply die in the mines like a good little peasant. He's looking for another path, for a different way to live which will help him escape from the prison within which he has been forced to finish growing up.

Description:

On the rare occasion that he is clean, Paiman's skin is a pale yellow tone, approaching that of a thin, pale gold. His hair is pitch black, a black so deep that the highlights are blue, but it is cut close in order to help him stay ore comfortable in the mines. The gray of his eyes is a rare feature among Bakluni, but there are not enough Bakluni in the area for him, let alone most others, to realize how special that eye color is.

Personality:

Paiman has been beaten down for the last seven years. He knows that he will survive whatever is thrown at him, because if he doesn't then he can't suffer through it, and the point of his existence is to suffer. Istus has a truly sick sense of humor. She has provided him the ability to help others trapped with him under Diamond Lake because without an occaisonal glimpse of hope, they can not properly despair their fate.

Normal Spell Load not selected, yet.


I updated the link, thanks!

Your stats are difficult for me to interpret. Is this correct?

Str 13, Dex 10, Con 12, Int 14, Wis 18, Cha 14


GM Lazyclownfish wrote:

I updated the link, thanks!

Your stats are difficult for me to interpret. Is this correct?

Str 13, Dex 10, Con 12, Int 14, Wis 18, Cha 14

Sorry. That was me playing with assigning an order, putting them in order, adding the racial adjustment, and then providing the final list with bonuses.

Yes, you have the numbers in the correct order.

S = Strength.
D = Dexterity.
C = Constitution.
I = Intelligence.
W = Wisdom.
H = Charisma


GM Lazyclownfish wrote:
Doomed Hero wrote:

Would you allow a Necromancer? I have an idea for a follower of Wee Jas who believes that the undead should only exist as servants to the living, and any that do not accept a role of servitude need to be brought to heel or destroyed.

This character would be in Diamond Lake tracking down leads regarding a necromantic cult.

Thematically, it can work in the story, for sure. My main concern with the idea is that I'm a little bit unsure about managing multiple semi-permanent minions as a GM who is new to PbP gaming.

In the context of the story being told, are the undead minions mostly in the background outside of combat? Does managing their(potentially various) locations slow down the game at all? In many places, raising undead is illegal. Is there a way to manage a character getting caught with his undead minions that doesn't take away from the rest of the players' experience?

Those are all great questions and issues. Let's see if I can answer them to your satisfaction-

I pictured undead minions traveling with me, either disguised or kept in an extra-dimensional space.

Since this character's views require undead to be living-friendly, there won't be any minions dripping with stink and rot. Skeletons will be the norm, not zombies. Leaving minions outside of town in places where they would not be accepted is perfectly reasonable. Later, keeping them in a Portable Hole is the plan. Dressing them as masked priests of Wee Jas is another option to make them more observer-friendly.

If you would prefer to run them in combat that is fine, however I'd pictured running them myself in the same way that Familiars and Animal Companions usually are run by their master's player. I have quite a bit of experience running character minions in PbP games. I do it by creating a second alias with the minions' stats in the sheet, essentially like a secondary character. I post my characters actions, then the minions actions as another post to make it super easy to track.

Undead are intended to be disposable minions, so sometimes having to destroy them is expected. In other games that I've played necromancers, I've usually started a dungeon without any minions and slowly built up an army out of the things we kill. Then at the end, any that can't be easily disguised or hidden for travel get destroyed.

As for other characters' experiences, i haven't had any problem with that before, but I'm willing to talk about it and make any necessary adjustments.


Thanks for the thorough response. With you controlling the minions, it shouldn't be much of a burden on me and since you're willing to compromise if needed, we can just deal with any issues as they come up.

In my experience, there's a big difference between your average necromancer PC and a discreet one like you're describing so I'm willing to give it a shot.


One other thought I had. This campaign is pretty old at this point and it's conceivable that some of you would have some experience with the story. I'm not worried about player knowledge getting in the way of our storytelling(my wife played through the campaign start to finish twice) assuming you guys keep that knowledge separate and to yourselves. But, it would be useful for me to know to what extent you guys might know the story so that I have the opportunity to change details around to keep things interesting if I want.

If you have any knowledge of the story beyond the first dungeon, could you guys PM me with your specific experience? It won't in any way affect my decision as to who to include.

Thanks!


Great, thank you. I will have a submission ready within the next few days.


I would like to present Braham Pythrish, a miner and a brawler looking to use his new invention in the field to get the hell out of Diamond Lake.

I took some liberties with some of the NPC's, please let me know if you need me to change anything or if anything is confusing. Thank you for the consideration!

Mechanical Crunch:
Braham Pythrish
Male Human Brawler 1
N Medium Humanoid (human)
Init +5; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 17 [19], touch 13, flat-footed 14 [16] (+4 armour, +3 Dex, [+2 Natural Armor])
HP 13 (1d10+2)
Fort +4, Ref +3, Will +3
Defensive Abilities
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee
Unarmed +5 (1d6+3/x2/B)
Ranged
Sling +4 (1d4+3/x2/50ft/B)
------------------------------
STATISTICS
------------------------------
STR 16 (+3), DEX 16 (+3), CON 14 (+2), INT 12 (+1), Wis 13 (+1), Cha 10 (+1)
BAB: +1; CMB +4; CMD 17
Traits: Reactionary, Dragon Slayer
Feats: Weapon Focus: Close, Iron Will
Skills: Acrobatics +7 (1), Climb +7, Intimidate +4, Kn: Dungeoneering +5, Kn: Local +5, Perception +5, Craft: Alchemy +5, Handle Animal +4
Languages: Common, Draconic
------------------------------
SPECIAL ABILITIES
------------------------------
Reactionary (trait): You were bullied often as a child, but never quite developed an offensive response. Instead, you became adept at anticipating sudden attacks and reacting to danger quickly. You gain a +2 trait bonus on initiative checks

Dragon Slayer (campaign): Your father was a renowned dragon slayer. Two years ago he set out eastwards after a black dragon which was sighted near the Mistmarsh. A few weeks later his body, stripped of valuables and covered with acid, was found by a patrol from Blackwall Keep. Receive a +2 morale bonus on attack and damage versus dragons. Your father was killed by Ilthane.

Favoured Class (Brawler): +1 Hit Point

Weapon & Armor Profeciency (Ex): 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).

Martial Training (Ex): At 1st level, 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.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, as shown on Table: Brawler. The unarmed damage values listed on that table are for Medium brawlers. A Small brawler deals less damage than the amount given there with her unarmed attacks, while a Large brawler deals more damage; see the following table.

Mutagen (Su): At 1st level, a mutagenic mauler discovers how to create a mutagen that she can imbibe in order to heighten her physical prowess, though at the cost of her personality. This functions as an alchemist’s mutagen and uses the brawler’s class level as her alchemist level for this ability (alchemist levels stack with brawler levels for determining the effect of this ability). A mutagenic mauler counts as an alchemist for the purpose of imbibing a mutagen prepared by someone else.

At 6th level, a mutagenic mauler gains a +2 bonus on damage rolls when she attacks in melee while in her mutagenic form. This bonus increases to +3 at 11th level, and to +4 at 16th level. At 10th level, a mutagenic mauler learns one of the following alchemist discoveries: feral mutagen or infuse mutagen, preserve organs, spontaneous healing. At 12th level, the mutagenic mauler learns the greater mutagen discovery. This ability replaces martial flexibility.

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

When an alchemist brews a mutagen, he selects one physical ability score—either Strength, Dexterity, or Constitution. It’s a standard action to drink a mutagen. Upon being imbibed, the mutagen causes the alchemist to grow bulkier and more bestial, granting him a +2 natural armor bonus and a +4 alchemical bonus to the selected ability score for 10 minutes per alchemist level. In addition, while the mutagen is in effect, the alchemist takes a –2 penalty to one of his mental ability scores. If the mutagen enhances his Strength, it applies a penalty to his Intelligence. If it enhances his Dexterity, it applies a penalty to his Wisdom. If it enhances his Constitution, it applies a penalty to his Charisma.

A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 the alchemist’s level + the alchemist’s Intelligence modifier) or become nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, but an alchemist can gain the effects of another alchemist’s mutagen if he drinks it. (Although if the other alchemist creates a different mutagen, the effects of the “stolen” mutagen immediately cease.) The effects of a mutagen do not stack. Whenever an alchemist drinks a mutagen, the effects of any previous mutagen immediately end.
------------------------------
GEAR/POSSESSIONS
------------------------------
Combat Gear Sling, 20 bullets, Chain Shirt (AC +4, Max DEX +4, ACP -2
Possessions Explorer's Outfit, Bedroll, Blanket, 50ft Rope (Hemp), Flint & Steel, 10 Torches, Trail Rations (3 Days), Waterskin, Sack, Black Tattoo Of Fahter's Family Crest
Carrying Capacity: Light 0-76lb., Medium 76-153lb., Heavy 154-230lb.
Current Load Carried: 60.5
Money: 0PP 0GP 0SP 0CP

Background & Personality:
------------------------------
BACKGROUND
------------------------------
Braham was born in Diamond Lake, the son of Beshkee and Harisko Pythrish. His father, an accomplished dragon slayer, met the beautiful woman after a dalliance in the Emporium and fell in love with soiled dove with a heart of gold. A good and noble man, one who found his faith steeply in the faith of Heironeous, Harisko raised his son to be as honorable and as just in a way that would revere the Valorous Knight. When the young boy was five years old though, his father set out eastwards to go and hunt down a terrible dragon stalking the Mistsmarch. He disappeared for weeks until his body was returned to the city burned by acid and stripped of anything of worth. The years to come would be the hardest for the Pythrish family; one heirloom being sold at a time. His mother had to return to work at the Emporium, now seen as "used goods" and the boy fell in with a bad crowd and raised with the knowledge that he would be damned to the mines just like all the others.

Growing up, Braham lost his faith in Heironeous. He found the god to be a bastard, having led his father to his death in pursuit of "glory" and "honor". What good are such abstract concepts when food is hard to put on the table? Being the son of a whore put Braham on the receiving end of endless torment by other children, usually resulting in him returning home with black eyes, cuts, and bruised lips. It was as a youngster that Braham learned the easiest way to stop someone from running their mouth was to shut it for them and there nearly wasn't a day that passed that the young human boy got into a fight with someone. His mother tried to gather him upon a better path though, purchasing discounted books of alchemy from Allustan. Looking through the different tomes, it was this that brought Braham into his "hobby" of delving into alchemical processes and strange sciences.

Now an adult, Braham follows a normal pattern; work in the mines, get paid, get drunk, get into fights, try to win them. When the biggest payments come through and he has coin to spare, he goes and creates his mutagenic formula to increase his work speed and effect. His discovery and its effect has brought him no short measure of pride and now the stories his mother told him as a child seem more possible. Maybe, just maybe, there is more out there than just Diamond Lake.
------------------------------
PERSONALITY
------------------------------
Braham is a cynical, bored man looking to make something of himself but he doesn't know how. He was raised to do good, to know what is the right, but he has seen what being good does; it kills you. While he can come off as a snide ass at times, that goodness instilled in him still beats deep within his heart. The only time it shows is when he sees an "unfair fight"; men picking on a halfling, uneven odds and the victim doesn't deserve the ass-kicking, things like that anger him to no end and he finds himself compulsed to stick up for the underdog. Slights against his mother's "occupation" is likely to earn a chuckle and a hard, right hook from the brawler. In the end though, Braham is a hero trapped down in the sludge that is Diamond Lake. All he needs it the catalyst to burn it away and make him into the man his father knew he could be.

10 Minute Background:
------------------------------
5 Background & Concept Elements
------------------------------
1) He is a miner that fights on the side for cash and respect. He hopes his alchemical breakthroughs will boost him to something better.
2) He tries really hard to act like he doesn't care but the truth is, he cares a hell of a lot.
3) He loves his mother, completely and totally. If she was ever in danger, he'd go to Hell to save her. If she was killed, woe to the fool who brings Barham's wrath.
4) He is former follower of Heironeous but that belief was shaken when his father passed away. He turned away from the church since then and considers them fools.
5) He bases a lot of decisions on how his father would view him, their short time together having impacted him deeply. He has his father's coat of arms tattooed upon his chest.
------------------------------
Player & Character Goal
------------------------------
1) Braham wants to get his mother out of the Emporium and back into respectable career.
2) I want to have Braham find his faith once more, grow from a Neutral mindset into a Neutral Good or even Lawful Good.
------------------------------
Secrets. One Braham Knows, One About Braham
------------------------------
1) Braham knows the name of the dragon that killed his father. He fantasizes about someday avenging him and slaying the beast.
2) Braham does not know that Harisko is not his real father. His father is someone else in town and only his mother knows the truth.
------------------------------
Connections To Braham
------------------------------
1) Allustan has helped tutor Braham slightly when he was younger, leading the young man on the path of alchemy when he showed zero magical talent. He offers advice occasionally to the troubled young man and recognizes that Braham could be so much more than what this place makes him.
2) Velias Childramun was a mentor to Braham's father and consoled the young boy when his father passed away. He acts like a father figure to Braham, though an unwanted one at that. He has treated his worst cuts and bruises though, even if Braham mocks his choice in believing in the Invincible One.
------------------------------
Memories, Mannerisms, Quirks
------------------------------
1) Braham remembers the stories his father would tell of fighting terrible dragons, the life-and-death struggles against them. They gave birth to the adventurous spirit harboring within the young man.
2) Braham clearly remembers the day his father's body was brought back to Diamond Lake. The look of horror upon his mother's eyes was terrible and he has never remembered ever appearing as happy as the days that his father was still alive.
3) Braham often recalls the first fistfight he got into. A scuffle with three other boys, all three now miners, named Hudren, Kaz, and Vilim. He remembered the pleasure of hearing and feeling Hudren's nose break underneath his fist and still chuckles every time that he sees the man's crooked nose.


This is Dorian's work in progress.

I went with durability.

Thank you for running.


KingHotTrash wrote:

I would like to present Braham Pythrish, a miner and a brawler looking to use his new invention in the field to get the hell out of Diamond Lake.

I took some liberties with some of the NPC's, please let me know if you need me to change anything or if anything is confusing. Thank you for the consideration!

** spoiler omitted **...

Your connections to the NPCs look fine to me.

I'm new to these forums so maybe I got mixed up, but I wasn't able to PM you. I just had a question. Is there some way to contact you privately?


Bedlam Bottomland wrote:

This is Dorian's work in progress.

I went with durability.

Thank you for running.

Since you're still working on it, I don't allow drawbacks. Also you don't need to take weapon finesse as you get that for free.


Solicitor's application here, Elegast Palmerain.

Crunch:
Name Elegast Palmerain
Race Human (Suloise)
Class Fighter
BAB +1 | Base Saves F2 R0 W0 (Adjusted F5 R2 W4)| 1D10HP (13HP) | NG
+6 to hit / 1D8+4 damage Morningstar | +3 to hit / 1D6+4 damage Javelin | +5 to hit / 1D4+4 damage Dagger
AC 20 (10+5ARMOR+2SHIELD+2DEX+1DODGE) Flat-footed 17 Touch 13

STATS
STR 18
DEX 14
CON 14
INT 13
WIS 12
CHA 10

FEATS
1 Dodge (+1 AC & CMD)
F1 Weapon Focus Flail Weapon Group
H1 Iron Will (+2 to Will saves)

TRAITS
1 Refugee (+1 to Will saves)
2 Life of Toil (+1 to Fortitude saves)

SKILLS (6)(*class skill)
Profession Soldier*
Survival*
Climb*
Swim*
Ride*
Handle Animal*

SPECIAL
None

GEAR (127lb)(80’ish if camping gear is stashed on mule)
Morningstar (6 lb)
Dagger (1 lb)
Javelins (x5)(10 lb)
Gauntlet (1 lb)
Heavy Wooden Shield (10 lb)
Scale Mail (30 lb)
Fighter’s Kit (a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)(29 lb)
Gear Maintenance Kit (2 lb)
Fishing Kit (3 lb)
Potion of Cure Light Wounds (1)
Sunrod (x5)(5 lb)
Tent, Medium (30 lb)
Faded Iron Grey Tabard & Soldier’s Outfit
Silver Brooch (stylized Iron Gauntlet)(worth 10gp)
Pack Mule (with saddle pack, bit, animal feed and a short rope and wooden stick)

Background:

Elegast hails from north of the Nyr Dyv, but his family moved south to the Duchy of Urnst while he was still a child. Raised on meager means, the sellsword is used to constantly having to move around and begging for employment to make ends meet. His father was a veteran who lost much during the wars. The man’s body was absolutely wrecked and as a result, it was hard to get a steady job and keep it. His mother wasn’t much better, having suffered famine during the war. Frail and fragile, it didn’t take much for her to get sick. It must’ve been around his sixteenth that first his mother passed away and shortly after, most likely because of heartache, his father followed her to the grave.

The life of hardships continued. Elegast enlisted with a local mercenary band named the Silver Fists and got his first taste of conflict: the local baron hired them to deal with a humanoid threat, but had failed to mention that the goblins were led by a mighty ogre. Months of skirmishing back and forth in the hilly woodlands bled the company dry and eventually disaster struck, with the mighty ogre chieftain killing the company’s captain during a nighttime ambush. And, as his mother used to say, ill luck never rides alone. On returning to the baron with what remained of their band they discovered that the man was both unable and unwilling to pay them.

Three of the remaining seven Silver Fists rebelled against the baron and were subsequently hung. The other four, including Elegast, fled Urnst. Unable to cope with the idea of having to give in to brigandry, Elegast formulated a simple plan. It was a simple one, with a clear goal: Make it to Greyhawk to join a reputable mercenary company. But reality always has a way of getting in the way of plans and dreams. Years of slow-paced traveling and working various jobs, from guarding merchants to being a bouncer or simple muscle, led Elegast to Diamond Lake. Bereft of options and with no hope remaining, Elegast is ready to jump at any and all opportunities to get himself out of the hole he finds himself in.

Personality:

Grim and sober, Elegast is the product of his hard life. He’s willing to share what little he has with those he hopes to call friends, but will protect that which he holds dear with his life. His source of hope are his daily prayers to Fharlanghn, in which he tells the God of the things he has seen that day, and promising to himself that one day he’ll see things that will be worth telling to a God.

Other than the current dip he’s in, thanks to the rather bleak outlook, Elegast is a person who prefers to think the glass is half full and that, through hard work and honest effort, any situation can be turned. He appreciates honesty and despises incessant liars.

Appearance:

Elegast is a tall man with shoulders that aren’t particularly broad, but a muscular body nonetheless. Long and lean, his body is the result of a lifetime of hard work and hardships, and not the result of rigorous training and working out. Jagged strands of hair the color of wet hay peek backwards, with no real form or shape to it that would deserve the description ‘hairdo’. His calloused hands are littered with scars and nicks. The only real noteworthy scar or damage to his body, other than callous, is a large discoloration on his back. This is the result of a goblin bolt that got stuck in his armor, but nonetheless hit him with such an impact that it knocked the air out of him and left him lying on the ground wondering if he was death.

His attire consists of a faded grey overcoat, of which the trimmings have started to ravel a long time ago, and a soldier’s outfit: sturdy boats that desperately need replacing, a shirt and jacket that are missing more buttons than decency would permit, and pants that have been patched so many times they’ve almost changed material from wool to leather. A battered teardrop shaped shield features a faded painted Silver Fist. The man’s main weapon, a morningstar, is the only keepsake he has from his native Alhaster: ordained by the local church of Hextor.

Still left to do: work out skill bonuses, armor check penalty and simply alter the formatting so it looks like this character sheet for another character of mine on these forums.


I've updated this character. Everything should be in her profile. As far as previous knowledge goes, I have GMed the first book and the beginning of the second. I have read through the first 3 or 4 (I can't remember as its been awhile).

Grand Lodge

GM Lazyclownfish wrote:
KingHotTrash wrote:

I would like to present Braham Pythrish, a miner and a brawler looking to use his new invention in the field to get the hell out of Diamond Lake.

I took some liberties with some of the NPC's, please let me know if you need me to change anything or if anything is confusing. Thank you for the consideration!

** spoiler omitted **...

Your connections to the NPCs look fine to me.

I'm new to these forums so maybe I got mixed up, but I wasn't able to PM you. I just had a question. Is there some way to contact you privately?

You click on his name (Bedlam Bottomland), then click Send Private Message. The private message screen comes up. You must put a Subject in and the message just below that and finally submit post.


Dax Thura wrote:
GM Lazyclownfish wrote:
KingHotTrash wrote:

I would like to present Braham Pythrish, a miner and a brawler looking to use his new invention in the field to get the hell out of Diamond Lake.

I took some liberties with some of the NPC's, please let me know if you need me to change anything or if anything is confusing. Thank you for the consideration!

** spoiler omitted **...

Your connections to the NPCs look fine to me.

I'm new to these forums so maybe I got mixed up, but I wasn't able to PM you. I just had a question. Is there some way to contact you privately?

You click on his name (Bedlam Bottomland), then click Send Private Message. The private message screen comes up. You must put a Subject in and the message just below that and finally submit post.

Yeah, it works with other people, just not him specifically.


Dax Thura wrote:
GM Lazyclownfish wrote:
KingHotTrash wrote:

I would like to present Braham Pythrish, a miner and a brawler looking to use his new invention in the field to get the hell out of Diamond Lake.

I took some liberties with some of the NPC's, please let me know if you need me to change anything or if anything is confusing. Thank you for the consideration!

** spoiler omitted **...

Your connections to the NPCs look fine to me.

I'm new to these forums so maybe I got mixed up, but I wasn't able to PM you. I just had a question. Is there some way to contact you privately?

You click on his name (Bedlam Bottomland), then click Send Private Message. The private message screen comes up. You must put a Subject in and the message just below that and finally submit post.

Actually, it looks like KingHotTrash has disabled PMs in their privacy settings.


Kayri_Khaos wrote:
Dax Thura wrote:
GM Lazyclownfish wrote:
KingHotTrash wrote:

I would like to present Braham Pythrish, a miner and a brawler looking to use his new invention in the field to get the hell out of Diamond Lake.

I took some liberties with some of the NPC's, please let me know if you need me to change anything or if anything is confusing. Thank you for the consideration!

** spoiler omitted **...

Your connections to the NPCs look fine to me.

I'm new to these forums so maybe I got mixed up, but I wasn't able to PM you. I just had a question. Is there some way to contact you privately?

You click on his name (Bedlam Bottomland), then click Send Private Message. The private message screen comes up. You must put a Subject in and the message just below that and finally submit post.
Actually, it looks like KingHotTrash has disabled PMs in their privacy settings.

Ah, that makes sense. I didn't know that was an option O.o


I have corrected that, I didn't even know that I clicked it off. Feel free to PM me now, it should be working properly now.


Dotting.

Thinking of going straight fighter, probably a half-orc wielding a bastard sword.


GM Lazyclownfish wrote:
Bedlam Bottomland wrote:

This is Dorian's work in progress.

I went with durability.

Thank you for running.

Since you're still working on it, I don't allow drawbacks. Also you don't need to take weapon finesse as you get that for free.

I changed it to Toughness in the Crunch. I forgot about getting Weapon Finesse free.

The drawback is for roleplaying purposes (rp only).

I may still make him a Slayer. I am torn...


GM Lazyclownfish wrote:
The weapon focus would work for the whole weapon group.

There seem to be a few weapons that aren't on the list. Should I assume the dwarven double waraxe is under axes as is the dwarven waraxe? Would an earthbreaker fall under hammers? And the dwarven longaxe and longhammer under polearms?

As for Inappropriately Sized Weapons, I think the section following what you quoted was what confused me and I see I totally misunderstood it. I'll just stick to weapons my size.


AGamer70 wrote:
GM Lazyclownfish wrote:
The weapon focus would work for the whole weapon group.

There seem to be a few weapons that aren't on the list. Should I assume the dwarven double waraxe is under axes as is the dwarven waraxe? Would an earthbreaker fall under hammers? And the dwarven longaxe and longhammer under polearms?

As for Inappropriately Sized Weapons, I think the section following what you quoted was what confused me and I see I totally misunderstood it. I'll just stick to weapons my size.

Those weapon groups are what I'd use for those weapons exactly.


After some more thought I'll actually be looking at making an Occultist using the Psychodermist archetype (found here) with the Dragon Slayer trait.

The idea is that he comes from a line of monster hunters working from Greyhawk. The family mostly stuck to smaller critters, maybe the odd owlbear, but his father hunted dragons. The family considered him overly ambitious and figured his death was his own fault. My character never did, he thinks his father was on to something and has been trying to figure out what happened for the last two years. That search has now brought him to Diamond Lake, the last town his father visited before his death.


Cuàn wrote:

After some more thought I'll actually be looking at making an Occultist using the Psychodermist archetype (found here) with the Dragon Slayer trait.

The idea is that he comes from a line of monster hunters working from Greyhawk. The family mostly stuck to smaller critters, maybe the odd owlbear, but his father hunted dragons. The family considered him overly ambitious and figured his death was his own fault. My character never did, he thinks his father was on to something and has been trying to figure out what happened for the last two years. That search has now brought him to Diamond Lake, the last town his father visited before his death.

Seems like a cool idea.

Based on my reading, it looks like there are a number of creature types that Harvest Parts wouldn't work on. Constructs, Undead etc. Does anyone else have a different interpretation? It might be somewhat limiting at times if that's the case.

Also, I usually have outsiders disappear when slain, banished to their home plane. I could run it differently if someone could find a good Greyhawk or DnD 3.5 source indicating that demons normally leave corpses on the material plane.

I bring it up because you'll have to fight a lot of different stuff over 21 levels.


GM Lazyclownfish wrote:


Seems like a cool idea.

Based on my reading, it looks like there are a number of creature types that Harvest Parts wouldn't work on. Constructs, Undead etc. Does anyone else have a different interpretation? It might be somewhat limiting at times if that's the case.

Also, I usually have outsiders disappear when slain, banished to their home plane. I could run it differently if someone could find a good Greyhawk or DnD 3.5 source indicating that demons normally leave corpses on the material plane.

I bring it up because you'll have to fight a lot of different stuff over 21 levels.

Is that based on "has been dead for less than an hour" line?

I mean, undead aren't dead until you kill them. They might have been dead before, though many stronger/intelligent undead skip that stage, but they certainly aren't when you fight them. Undead isn't dead after all.

For constructs I can understand it though. Strictly speaking they aren't alive so they can be dead either.

As for outsiders, if looking at the pathfinder bestiary or the 3.5 monster manual there is nothing that says they disappear to their home plane when they die. It just says their body and soul are one and as such they can't be resurrected by normal means. Summoned outsiders of course vanish but called or gated outsiders shouldn't. Only thing I found that's even closely related talks about devils and is from Forgotten Realms sources, so irrelevant.
All I can think of is that people conclude the corpse disappears because their body and soul are one and the soul moves on after death. But nowhere is it said it works like that.
None of this applies to native outsiders though.


In the fiend folios for 3.5 it talks about how demons and devils rejoin their home plane when slain on the material plane. You have to actually slay them at home to kill them.

Plus I really like the imagery of them getting sucked into the abyss with the killing blow.

As for being dead for less than an hour, I'll think on it. Perhaps the designer intended to say killed in the last hour, but then again, undead and constructs aren't killed, they're destroyed.


I dare say harvesting from undead makes sense thematically. Things like a still twitching ghoul's claw on a chain or vampire fang cufflinks just speaks to me.

For constructs I guess you'd need to be more precise. While a golem's eye would make sense a golem's thigh is just sheet metal.

As for the outsiders, that sounds fine to me. Just means they need to be hit with a dimensional anchor before dying so their return can be delayed.


Cuàn wrote:

I dare say harvesting from undead makes sense thematically. Things like a still twitching ghoul's claw on a chain or vampire fang cufflinks just speaks to me.

For constructs I guess you'd need to be more precise. While a golem's eye would make sense a golem's thigh is just sheet metal.

As for the outsiders, that sounds fine to me. Just means they need to be hit with a dimensional anchor before dying so their return can be delayed.

Yeah, I do agree with your point on thematics. It feels like with the supernatural nature of the Occultist class, he should be able to draw on the essence of basically anything that had a form of 'life'. I think it'd be interesting actually if the ghoul's claw kept twitching the whole time he had it, like he managed to trap a piece of its essence there.

And Dimensional Anchor seems like a fine solution for outsiders.

So barring oozes and other less solid stuff(probably), I can get behind the rest of it.


Is there a cutoff date for submissions? I've almost got my character completed, I should have him sorted out in the next 24 hrs


Harm's Way wrote:
Is there a cutoff date for submissions? I've almost got my character completed, I should have him sorted out in the next 24 hrs

Recruitment is open for another week. If we get all the completed submissions from those who've expressed interest, I may try to start early, but don't worry about rushing it. I'd rather get a submission you're happy with than one that was rushed.

I'll definitely wait for all the submissions from people who have posted in this thread until next Saturday.

Completed submissions so far.


Out of curiosity, what do you do to improve the flow of dungeon crawls in PbP? I've run a number of scenarios in PbP, but it seems like as soon as we get to a dungeon things grind from a brisk pace to a halt, even with a "rule of two" decision-making.


Since we have quite a few arcane casters submitted already, I decided to make my Necromancer an Oracle.

I have a couple questions about paizo material that isn't on your list-

Juju Oracle Mystery (from the Serpent Skull AP)
Lich Curse (from Heroes of Horror)

I could go with Occult Mystery and Haunted curse instead, but Juju and Lich fit my ideas and themes better.


Wolfspirit wrote:
Out of curiosity, what do you do to improve the flow of dungeon crawls in PbP? I've run a number of scenarios in PbP, but it seems like as soon as we get to a dungeon things grind from a brisk pace to a halt, even with a "rule of two" decision-making.

So, I'm new to this format, but I've been GMing for 16 years and I've spent almost as long working as a manager of people (right now I lead a team of about 40 people for work), so I have a pretty good understanding of what keeps people's attention. And more importantly, I identify and solve problems pretty efficiently.

So, here are my plans:

First, I plan to make heavy use of pushing via OOC comments at the bottom of my posts. I plan to list many (but not all) options for the characters to try to keep momentum going. This game is a loooong story and I know that I need to keep it moving to keep it alive. You'll be able to see an example of what I intend with this once I start the discussion thread with our pre-selection IC post tonight or tomorrow.

Second, I intend to use the discussion thread and/or Discord chat to keep an ongoing OOC discussion about the situation and I will encourage OOC discussion of the characters' plans that I can summarize in the IC thread to move things along when I need to. I don't think a lengthy discussion IC of what questions to ask on the Commune spell is anyone's idea of fun(definitely the worst part of high level gaming as a GM in my experience is that damned spell).

Third, every exploration section of this story (of which there are many) is rich with detail. While the dungeons will slow down a bit, I promise that they'll be interesting and engaging. And the few parts that are not, I plan to skip over or summarize on the way to the next interesting area.

And finally, I'll be ready to adapt. I'll be completely open to criticisms and suggestions about how to improve and I'll be hoping for feedback from the players on this. I'm confident this story is capable of drawing us all in for what could be an exceedingly long experience and I intend to make it happen.


I'm taking Tam out of the running for the campaign. I think I've hit my limit of campaigns and personal life is getting choppy. Gooid luck to the other applicants!


TheWaskally wrote:
I'm taking Tam out of the running for the campaign. I think I've hit my limit of campaigns and personal life is getting choppy. Gooid luck to the other applicants!

Alright, thanks for the heads up. Hope things get better!


Doomed Hero here. I couldn't get the Oracle to do what I wanted it to do, so I fell back on my original plan.

Cerise is a Necromancy focused Wizard who worships Wee Jas and has very particular views on what the purpose of Undeath is.

Necromancy doesn't really take off until 5th level-ish, so until then she's going to be a pretty normal wizard with an emphasis on fire spells.

Her mechanics are about 90% done. Just need to finish her equipment and pick another trait. The backstory/description stuff will be done in another day or two.

Let me know if there are any parts of the character that don't make sense mechanically, or as part of your vision for the story.


Cerise Maven wrote:

Doomed Hero here. I couldn't get the Oracle to do what I wanted it to do, so I fell back on my original plan.

Cerise is a Necromancy focused Wizard who worships Wee Jas and has very particular views on what the purpose of Undeath is.

Necromancy doesn't really take off until 5th level-ish, so until then she's going to be a pretty normal wizard with an emphasis on fire spells.

Her mechanics are about 90% done. Just need to finish her equipment and pick another trait. The backstory/description stuff will be done in another day or two.

Let me know if there are any parts of the character that don't make sense mechanically, or as part of your vision for the story.

Looks good to me! Took me a second to figure out she's human but I got it. I added her to the list.


GM Lazyclownfish wrote:

So, here are my plans:

<snip>

Leaders of cats, unite!

That all sounds pretty good. I'm a huge fan of proactive posting and pushing the adventure along. I haven't seen the specific dungeons from this adventure set, but I do know that areas with lots of doors that usually just slow things a bit on a tabletop are horrendous on PbP, so skipping those to get to the meatier chunks might be good (as well as standard protocols.)

I do appreciate that you have put thought into things :)


Hey everyone, I started up some RP in the Discussion Thread. Feel free to explore your characters a bit there if you want. It's completely optional and will have no bearing on who I choose to play.

I'm mostly just trying to explore what my end of this will be like and maybe find some ways to improve before we actually start the game next Saturday-ish.

Edit: As will always be the case, please feel free to give me any criticism or suggestions.

:)


Wolfspirit wrote:
GM Lazyclownfish wrote:

So, here are my plans:

<snip>

Leaders of cats, unite!

That all sounds pretty good. I'm a huge fan of proactive posting and pushing the adventure along. I haven't seen the specific dungeons from this adventure set, but I do know that areas with lots of doors that usually just slow things a bit on a tabletop are horrendous on PbP, so skipping those to get to the meatier chunks might be good (as well as standard protocols.)

I do appreciate that you have put thought into things :)

Interestingly, there aren't very many important doors in the whole story, so it should be easy to omit many that don't matter. Who closes the doors in dungeons anyway?


Hey I’m going to pull Shayla out of the running. I just started two pbps making that three total for me which is enough. I’d like to still be considered as an alternate in case someone drops out and I can rebuild her for another role if need be, or make someone new to fill a slot.

Thank you for the consideration!


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GM Lazyclownfish wrote:
Interestingly, there aren't very many important doors in the whole story, so it should be easy to omit many that don't matter. Who closes the doors in dungeons anyway?

You would be surprised at how many doors some Paizo modules / APs can have. It got to the point in my gaming group that we started making jokes about how "Ahead you see more doors, but one does not simply walk into More Doors."


Oh my gods!


eakratz wrote:

Hey I’m going to pull Shayla out of the running. I just started two pbps making that three total for me which is enough. I’d like to still be considered as an alternate in case someone drops out and I can rebuild her for another role if need be, or make someone new to fill a slot.

Thank you for the consideration!

Ok, thanks for the heads up. Good luck in your other games! I'll keep you on the list just in case.


I'm submitting Merlovaur Fellknight for your consideration.


Merlovaur Fellnight wrote:
I'm submitting Merlovaur Fellknight for your consideration.

Added him to the list!

Edit: Skimmed your background. The Lich Vecna was (mostly)destroyed 1700 years ago. Do you mean the Cult of Vecna? Worshippers of the God, Vecna?


Ah, good point. Yes, the god Vecna.


GM Lazyclownfish wrote:
eakratz wrote:

Hey I’m going to pull Shayla out of the running. I just started two pbps making that three total for me which is enough. I’d like to still be considered as an alternate in case someone drops out and I can rebuild her for another role if need be, or make someone new to fill a slot.

Thank you for the consideration!

Ok, thanks for the heads up. Good luck in your other games! I'll keep you on the list just in case.

Awesome thanks. I’m keeping an eye on the thread.


GM Lazyclownfish: I just wanted you to know that I made some necessary adjustments to Zomeraand. I changed out one of his traits, which I realized wasn't one of the traits listed in your Character Creation parameters. I filled out his equipment list based on the Starting Penniless aspect of the campaign, and finally, I changed his backstory so that he is a recent arrival, not a local. It didn't seem to make much sense for him to be the current apprentice of Allustan, but somehow be completely broke, too. I apologize for not catching these issues sooner.


The Magician, Zomeraand wrote:
GM Lazyclownfish: I just wanted you to know that I made some necessary adjustments to Zomeraand. I changed out one of his traits, which I realized wasn't one of the traits listed in your Character Creation parameters. I filled out his equipment list based on the Starting Penniless aspect of the campaign, and finally, I changed his backstory so that he is a recent arrival, not a local. It didn't seem to make much sense for him to be the current apprentice of Allustan, but somehow be completely broke, too. I apologize for not catching these issues sooner.

That's cool. I hadn't looked particularly closely yet.

There is a pretty good way to be broke as Allustan's apprentice. If you look at my conversation with PaleDim about it on the first page of this thread, I laid it out. I'm on my phone right now or I'd link it.

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