
![]() |

If Trailjava doesn't get in, i know a guy who is looking to join a game. He is new to pbp and pathfinder/4e in general so I am looking to get him into any game that i am in.
Trailjava didn't come back so do you want you ask your friend if he is interested?

![]() |

OK, you can be the guide. If it's OK with you, I'll create you a character tonight (UK time) and you can be up and ready for tomorrow. You can be a human ranger - you can choose the name and create an avatar. The character is a temporary measure to get you in the game. If you have an idea you like more, we can retire this character after this little segment and run with what you fancy more.
In the meantime, we can get going - you can do a bit of roleplaying before you get your character sheet. Have a quick read of the game thread so you get the general gist of what is going on. You've been hired by Kamzar to guide the rest of the party to where they are going. I'll do you an in-game intro.
And welcome!

![]() |

Ah, OK - if Bwen could let me know we can discuss it. But in DS arcane magic is a no-no unless you are in with the sorcerer-kings or very good at bluffing - we already have an ex-templar and a bluffing bard, and their employers will look askance at another arcane caster. While it is sort-of feasble that the employers could send someone arcane along, I'd prefer not to as this is a test for the party (especially Jareen) on a number of levels, and the idea is to see how they cope without assistance.
But halfling? Halfling I can do. Probably works at least as well, if not better, than human. Bwen knows that halflings are primitive tribal psycho-cannibals in DS? A halfling exploring the world away from his tribal jungle home works well. But not really as a swordmage or a warlock, but very well as a ranger.

![]() |

Although...
If Bwen wants a halfling warlock, if he goes fey pact I reckon we can swing that.
Bwen, the concept:
Your powers have led you to be feared and shunned by your fellow tribesmen - they do not see the pale people, and think you are either touched with madness or, worse, a defiler. So at the urging of the eladrin you have gone from your jungle homeland into the desert places where the humans live in their cities and death owns the rest. They warned of the skyrock, and of what would come after, but again you didn't understand - until you saw if fall several nights ago, its fire lighting up the southern sky.
In dreams you have seen faces - an older human male, a half-elf thief, the three warriors, dwarf, mul and thri'kreen - and know you must join them to achieve whatever it is the pale people want of you. But you despaired. How could you find these people in this terrible place, where people crowd within walls and disease and slavery abounds? So many faces, bodies pressed together - you could pass within a handspan and not see them. Until you did - at the place poutside the walls where the caravans stopped. Now is your chance - you must go with them.
How's that?

![]() |

Got a name for him/her?
Also, am I creating the character or are you (you seem to have some knowledge, based on your character choices)?
EDIT: I've already introduced him. And he's a him. The game thread is here.

Ruscer |

Noticed the name thing after I had already made a post. Too late to change? Already made a post. I would say he is a loner. Keeps to himself and follows his own beliefs. He will play nice with others as long as it suits his own goals. Has been shunned most of his life and views himself as an outsider from most groups. He has an unwavering focus on his objective and will do everything in his power to achieve them. If a better option is presented either through opportunity or reason he will take it in order to further his own goals. Money is just a means to an end. Staying on the fringes in order to stay alive is a skill he has developed over a long time. He is trying to just survive. Knowing that he is an outsider from the world has taught him to protect himself.
This is what comes to mind quickly while filling out the character. I am a little hesitant to fill in a personal history since I am unfamiliar with the world setting right now.

![]() |

You can change the name if you've done less than 20 posts under that avatar, so you should be fine. And you can alter a post up to one hour after. I think a minor continuity error for a single post is no problem.
I like the background. Always remember, though, that characters need a reason to be in the party, or you could roleplay your way out of the group (it's happened - the Larken character in my Rise of the Runelords campaign here). Maybe he's a loner, but wants to experience life away from the tribe. So hanging with this group will give him lots of experiences (mostly involving fighting and killing, and a bit of mystery-solving). Maybe he can grow to be less of a loner over time as he grows to be accepted, and to accept others.

Th'Kal |

Welcome aboard Bwen.
I thin kyou'll like the ranger - a friend plays one in my tabletop game and they have some really fun powers/abilities! Plus, the idea of a psychopathic cannibal little guy sounds like even more fun... it makes me think of a little of Belkar from Order of the Stick.

![]() |
1 person marked this as a favorite. |

Bwen, Ruscer's character sheet:
Ruscer, Halfling Ranger 2
STR 10
CON 13
DEX 20
INT 10
WIS 13
CHA 10
Theme: Explorer
Background : Forest Ridge - Spirit Guided (+2 Nature)
AC: 18
Fort: 13
Ref: 17
Will: 12
Init: +11
Speed: 6
Passive Perception: 19
Passive Insight: 12
HP: 30/0
Bloodied value: 15
Surges p/day: 7
Surges remaining: 7
Per surge: 7
Death Saves: 0
Temp hp: 0
Action points: 1
XP: 0
Basic melee attack: Short Sword / Attack +5 v AC / 1d6+1 damage
Basic ranged attack: Short Bow / Attack +9 v AC / 1d8+6 damage / 15/30
Racial Features:
Bold (+5 save vs Fear)
Nimble Reaction (+2 AC vs opportunity attacks)
Class Features:
Explorer lvl 1: you can tell which way is north, and you gain a +5 bonus to any skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark.
Prime Shot: If none of your allies are nearer to your target than you are, you receive a +1 bonus to ranged attack rolls against that target.
Feats:
Alertness (+2 Perception, you cannot be surprised)
Improved Initiative (+4 Initiative)
Skills (trained: Acrobatics, Athletics, Nature, Perception, Stealth):
Acrobatics +13
Arcana +1
Athletics +6
Bluff +1
Diplomacy +1
Dungeoneering +2
Endurance +2
Heal +2
History +1
Insight +2
Intimidate +1
Nature +9
Perception +9
Religion +1
Stealth +11
Streetwise +1
Thievery +8
Powers:
At Will:
Psionic Image: Your force of will teleports an object a short distance away. (Minor, Psionic, Illusion) Close Burst 5. Target: One or more creatures in the burst. Effect: Each target sees the image of a Small or smaller object in your hand or in a square in the burst. The image lasts until the end of your next turn.
Hunter's Quarry: (Minor) Effect: You can designate the nearest enemy to you that you can see as your quarry. Once per round, when you hit your quarry with an attack, the attack deals 1d6 extra damage. If you can make multiple attacks in a round, you decide which attack to apply the extra damage to after all the attacks are rolled. If you have dealt Hunter’s Quarry damage since the start of your turn, you cannot deal it again until the start of your next turn. The hunter’s quarry effect remains active until the end of the encounter, until the quarry is defeated, or until you designate a different target as your quarry. You can designate one enemy as your quarry at a time.
Vicious Offensive: You study the enemy, looking for a gap in his defenses. Only when you find it do you strike. (Standard, Martial, Weapon, Melee or Ranged) Requirement: You must be wielding two melee weapons or a ranged weapon. Target: One creature. Attack: Strength +7 vs. AC (melee) or Dexterity +11 vs. AC (ranged). Hit: 1d6+1 damage (melee) or 1d8+6 damage (ranged).
Twin Strike: If the first attack doesn't kill it, the second one might. (Standard, Martial, Weapon, Melee or Ranged) Requirement: You must be wielding two melee weapons or a ranged weapon. Targets: One or two creatures. Attack: Strength +5 vs. AC (melee) or Dexterity +9 vs. AC (ranged), two attacks. Hit: 1d6 (melee) or 1d8 (ranged) damage per attack.
Encounter:
[ ]Second Wind: (Standard)
[ ]Second Chance: Luck and small size combine to work in your favor as you dodge your enemy’s attack. Immediate Interrupt, Personal. Trigger: You are hit by an attack. Effect: The attacker must reroll the attack and use the second roll, even if it is lower.
[ ]Surefooted Stride: Your expert woodcraft allows you to move easily through difficult terrain and use it to your advantage in battle. (Move, Primal, Personal) Effect: You move up to your speed, ignoring difficult terrain. Until the end of your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you gain combat advantage against enemies that are in difficult terrain.
[ ]Skirmish Shot: You rush across the battlefield and then let off a devastating shot. (Standard, Martial, Weapon, Ranged) Effect: Before the attack, you move your speed. Target: One creature. Attack: +9 vs. AC. Hit: 2d8+6 damage.
[ ]Shortbow of Speed: (Minor) Effect: You make a ranged basic attack with this weapon.
Daily:
[ ]Sure Shot: You line up your shot with meticulous care to strike at your foe’s vital organs. (standard, Martial, Weapon, Ranged) Target: One creature. Attack: +9 vs. AC. You can reroll the attack roll but must use the second result. Hit: 3d8+8 damage. You can reroll each damage die once but must use the second result.
[ ]Hunter's Privilege: Your keen senses and uncanny instincts give you an edge over your quarry. (No action, Martial, Stance, Personal) Trigger: You make an initiative check at the beginning of an encounter and your check result is higher than any other combatant’s Effect: Until the stance ends, you add 3 to the extra damage you deal with Hunter’s Quarry.
Magic Items:
+1 Shortbow od Speed (crit: +1d8; Shortbow of Speed encounter power; while holding this item you gain a +1 enhancement bonus to Initiative)
Potion of Healing
Equipment:
Leather Armour
2 Shortswords
30 Arrows
Desert Clothing
Fire Kit
Filter mask
Backpack
Bedroll
2 Torch
Weight: 57
Capacity: 100
Money:
39gp

Arakan |

On the xp front generally, everyone's got the same amount as Arakan.
I don't know if that's a great idea. I don't know if I was keeping up or not. I kind of relied on Irivis tracking it, and periodically just copied what number she had written down.
For me personally, once xp stopped being individually driven (where everyone could have different totals and the rules didn't discourage it for fear of hurt feelings), I stopped tracking it. If we all get the same amount, and all go up at the same time, it's just easier to level at a set point, or when the GM feels it's appropriate. That's just my 2cp on it.

Arakan |

+9 is your total. +2 for trait, +5 for trained (having a skill trained is a blanket 5), and I think +2 for racial bonus.
Edit: or the last two is +1 for half level, and +1 for wis mod, that sounds right. (all skills go up by 1 every even level, i.e. half your lvl gets added to all skill).

![]() |

Aubrey the Malformed wrote:On the xp front generally, everyone's got the same amount as Arakan.I don't know if that's a great idea. I don't know if I was keeping up or not. I kind of relied on Irivis tracking it, and periodically just copied what number she had written down.
For me personally, once xp stopped being individually driven (where everyone could have different totals and the rules didn't discourage it for fear of hurt feelings), I stopped tracking it. If we all get the same amount, and all go up at the same time, it's just easier to level at a set point, or when the GM feels it's appropriate. That's just my 2cp on it.
OK, I'll check through and give you the definitive number. Which is probably stil 1,010.

![]() |

+9 is your total. +2 for trait, +5 for trained (having a skill trained is a blanket 5), and I think +2 for racial bonus.
Edit: or the last two is +1 for half level, and +1 for wis mod, that sounds right. (all skills go up by 1 every even level, i.e. half your lvl gets added to all skill).
Well, it's +9 total either way, per the character builder. The halfling racial bonuses are on Acrobatics and Thievery.

![]() |

These are the stats for your mounts - please add them to your stats pages. Ruscer is the only person with an erdlu.
Crodlu (Large natural beast (reptile)), Lvl 3 Brute
STR 19 (+5)
CON 15 (+3)
DEX 15 (+3)
INT 3 (-3)
WIS 11 (+1)
CHA 8 (+0)
HP 55; Bloodied 27 Initiative +3
AC 15, Fortitude 17, Reflex 15, Will 13 Perception+1
Speed 8
Beak: At-Will, Standard Action. Attack: Melee 1 (one creature); +8 vs. AC. Hit: 1d8 + 4 damage.
Claws: At-Will, Standard Action. Attack: Melee 1 (one creature); +8 vs. AC Hit: 1d6 + 4 damage.
Pounce: At-Will, Standard Action. Effect: The crodlu can move its speed. Whether or not the crodlu moves, it can use beak and claws, making each attack against the same target. If both attacks hit, the target also falls prone.
Alignment: Unaligned
Erdlu (Medium natural beast (reptile)), Lvl 1 Skirmisher
STR 16 (+3)
CON 12 (+1)
DEX 16 (+3)
INT 2 (-4)
WIS 13 (+1)
CHA 8 (-1)
HP 28; Bloodied 14 Initiative +5
AC 15, Fortitude 14, Reflex 14, Will 12 Perception+1
Speed 8
Escape Sprint: When an erdlu runs, it gains +4 to speed, instead of +2. The erdlu and its rider don’t grant combat advantage when running.
Beak: At-Will, Standard Action. Attack: Melee 1 (one creature); +6 vs. AC, Hit: 1d6 + 3 damage.
Str 16 (+3) Dex 16 (+3) Wis 13 (+1)
Con 12 (+1) Int 2 (-4) Cha 8 (-1)
Alignment: Unaligned
And below, for your delectation, are the rules for mounted combat:
Mount Requirements
To be a mount, a creature must meet two requirements.
• Size: The creature’s size category must be larger than its rider’s. For instance, a mount for a Medium creature must be Large or larger.
• Willing: The creature must be a willing mount. The mount is considered an ally to its rider and the rider’s allies.
Mounting and Dismounting
The most common ways for a rider to get on or off a mount are using the mount and dismount actions. Uncommon ways include teleportation and jumping.
Mount (Move Action): The rider mounts a creature adjacent to it and enters its space.
Dismount (Move Action): The rider dismounts, moving from the mount’s space to a square adjacent to it.
Rules for the Mount and Rider
A mount and rider follow these rules while the rider is mounted.
Space: The rider and mount both occupy the mount’s space and are considered adjacent to each other. However, the origin square of any of the rider’s powers and other effects does not change to the mount’s size. Whenever the rider uses an effect that has an origin square (such as a melee, a ranged, a close, or an area power), the rider first picks where that square is located in the mount’s space, and the effect uses that origin square (the rider still shares the mount’s space for the purpose of triggering effects, such as opportunity attacks). For instance, if a Medium rider uses a close burst attack power, the rider chooses a single square within the mount’s space, and the burst emanates from that square. This rule means that if the burst targets each creature within it, rather than each enemy, it can hit the mount.
Initiative: The mount and rider act on the rider’s initiative count, even if the mount had a different initiative before the rider mounted it. The two continue to act on the same initiative count after the rider dismounts. A monster and its mount have separate turns, whereas an adventurer and his or her mount have a single turn.
Actions (Adventurers Only): An adventurer and his or her mount have a shared set of actions: a standard action, a move action, and a minor action. However, they each have their own free actions. The player chooses how the two creatures divide up the set of actions on the adventurer’s turn. Most commonly, the mount takes a move action to walk or shift, and the adventurer takes a standard action to attack. The adventurer and the mount also share a single immediate action each round and a single opportunity action each turn. If one of the creatures can’t take actions, the shared set of actions is still available to the other creature. If either creature is dazed, that creature can take only one of the shared actions.
If the adventurer dismounts, the two still share one set of actions on that turn, but have separate sets of actions on subsequent turns.
Mount Attacks: The mount takes a -2 penalty to attack rolls. While not being ridden, a typical mount (such as a riding horse) rarely attacks on its own, unless it has been trained for battle, is defending itself, or feels unusually protective of its rider. Left to its own devices, a typical mount avoids combat.
Charging: When the rider charges, the rider and mount move up to the mount’s speed and then the rider makes the charge attack. When the mount charges, it follows the normal rules for a charge.
Squeezing: When the mount squeezes, the rider is also considered to be squeezing.
Targeting the Mount and Rider: Even though the mount and rider occupy the same space, they are still separate creatures and are targeted separately. For instance, an attack that targets only one creature can target either the mount or the rider, not both. In contrast, area and burst attacks can affect both mount and rider, since the two are in the same space.
Provoking Opportunity Attacks: If the mount’s movement provokes an opportunity attack, the attacker chooses to target either the mount or the rider, since the two of them move together. However, if the mount or the rider provokes an opportunity attack by using a ranged or an area power, the attacker must target whichever one of them provoked the opportunity attack.
Forced Movement: If the mount is pulled, pushed, or slid, the rider moves with it. If the rider is pulled, pushed, or slid and the mount isn’t, the rider can have the two of them move together. Otherwise, the rider is dismounted and falls prone in the destination space of the forced movement.
Teleportation: If either the mount or the rider is teleported, the other does not teleport with it. If the mount is teleported without the rider, the rider is dismounted and falls prone.
Falling Prone: If the mount falls prone, the rider is dismounted and falls prone in an unoccupied space of the rider’s choice adjacent to the now-prone mount. However, if the mount is flying when it is knocked prone, it instead falls. The rider isn’t dismounted unless the mount lands and falls prone itself. A rider who is knocked prone can immediately make a saving throw. On a roll of 9 or lower, the rider is dismounted and falls prone in an unoccupied space of the rider’s choice adjacent to the mount. On a roll of 10 or higher, the rider is neither dismounted nor knocked prone. A rider who voluntarily drops prone falls prone in an unoccupied space of the rider’s choice adjacent to the mount.

![]() |

Ok beginner question here. I have +9 nature, +2 nature from spirit guided, and +5 for explorer lvl 1? So I'm doing a 1d20 with +16?
OK, just realised my mistake. If you are trying a skill check to avoid becoming lost, find your way to a specific location, or spot a distant landmark (per the Explorer description) you get an additional +5 to you check, because it is contingent on what you are doing, and isn't added into your normal bonus by the CharGen programme. So if it involves Nature, that's +14 (+9 +5). The Spirit-Guided, on the other hand, you get all the time and is already factored in to the +9.

![]() |

I'm no one... Ahem, Anthony. UK based too, but oop-norf. On the right side of the Pennines (The left as you look at a map), though a little close to Yorkshire for comfort.
I'm a NOC engineer for a mail hosting company, so I play with virtual machines all day....

Rev Rosey |

Dear all,
I've broken all my most fondly held beliefs about communication but the time has come.
I need to take a long break from the boards - as I'm sure has been obvious to everyone but me for a while now.
Work is stupidly busy, and that I can deal with. What I can't deal with is the current hand being dealt my son. Gaming here was a necessary outlet and relaxation but become another source of guilt and pressure so I need to just accept that I can't do this at the moment.
Wishing everyone well, hoping to see you all again at some point in the future and thank you all for a marvelous four years of fun and friendship.