BrOp's Shadow in the Sky (PFRPG) (Inactive)

Game Master Branding Opportunity


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Scarab Sages

Greetings fellow travelers,

This is the thread that will serve all our out-of-character discussion and character creation needs for our Second Darkness play-by-post game.

Enjoy!

BrOp


How do we generate our characters' ability scores? Point buy?

Likewise, what about starting cash?

(My apologies if this was answered already.)

Liberty's Edge

hogarth wrote:

How do we generate our characters' ability scores? Point buy?

Likewise, what about starting cash?

(My apologies if this was answered already.)

I second those questions, and add starting HP to that pile. Standard? Racial bonuses?

This should be fun, it's quite the eclectic group of adventurers. You really gonna throw all 8 of us in this together though? You're a brave soul.


Thirded! Im anxious to breathe some savage life into Grovak in the form of crunch, cash, and....bashing!

Scarab Sages

I am at work right now, but if you look at the OOC THREAD from my other game, you will see the basics.

For our game, obviously it's first level characters with 0 xp and max money for class.

BrOp

Liberty's Edge

Branding Opportunity wrote:

I am at work right now, but if you look at the OOC THREAD from my other game, you will see the basics.

For our game, obviously it's first level characters with 0 xp and max money for class.

BrOp

So, just to clarify, we're using:

1) High Fantasy Point buy (20)

2) Max gold for class, not average

3) Constitution (extra) bonus for HP - personally I like the flavor of the racial bonus better, but I can go with this.

4) Two traits - do we need to be sure one is from the Second Darkness Player's Guide or can any two do?

Do we get the free skill point for profession/craft? My character already has a profession (sailor) but I wouldn't complain to have more skills.

Please correct any assumptions I've made that may be incorrect.

Scarab Sages

Count Buggula wrote:

So, just to clarify, we're using:

1) High Fantasy Point buy (20)

2) Max gold for class, not average

3) Constitution (extra) bonus for HP - personally I like the flavor of the racial bonus better, but I can go with this.

Yes, those are all correct.

Count Buggula wrote:
4) Two traits - do we need to be sure one is from the Second Darkness Player's Guide or can any two do?

Any two, although if you pick one from the SD Player's Guide, that would be great.

Count Buggula wrote:
Do we get the free skill point for profession/craft? My character already has a profession (sailor) but I wouldn't complain to have more skills.

Yes, everyone gets one free skill point in Craft or Profession, so you can move the other point into another skill. I like skills.


Looking at the group, would it even it out a bit to have a Wizard instead of a melee-aimed druid and his animal companion? I can write up a quick backstory about an aspiring wizard hoping to join the Cyphermages if you'd like, I'm happy either way.

Scarab Sages

Kjob wrote:
Looking at the group, would it even it out a bit to have a Wizard instead of a melee-aimed druid and his animal companion? I can write up a quick backstory about an aspiring wizard hoping to join the Cyphermages if you'd like, I'm happy either way.

Yes, that would be fine, although you'd have to make him a pesh addict.

Just kidding, I tend to play alcoholic/drug-addicted wizards for some reason. I guess my childhood was just waaay too easy.


Male Mountain man Woodsman/6

I don't have the SD player's guide so should I just pick two traits? Also, I'm gonna be out of town this weekend with limited to no internet connection - when do you plan to start? Thanks.

Scarab Sages

hedgeknight wrote:
I don't have the SD player's guide so should I just pick two traits? Also, I'm gonna be out of town this weekend with limited to no internet connection - when do you plan to start? Thanks.

Yes, just go ahead and pick two traits from the web document.

We'll start when everyone is statted up and I've double-checked everything, so there's no definite start time yet.


Well if there is a drug out there that would increase his ability to "study" (think adoral), then I'm sure it'd make sense for this character to be addicted to the stuff!
Tried to keep it short, and still had more I wanted to say...here is a "skeleton" backstory for Kappasc Riven
Kappasc Riven (Kap for short) is:

Spoiler:
Kap is pretty much your stereotypical nerd when it comes to his personality. He's a pretty meek fellow, and quick to become friends with the bigger and stronger folk that will readily offer him protection in exchange for his intellect and magical craft.
He was born a Taldan, although he'd hardly call himself loyal to that nation anymore. Both his parents were accomplished sorcerers, and when they discovered Kap lacked the innate ability to practice magic as well as they did, they relegated Kap to a life of disappointment and rejection. When they weren't belittling Kap after a few too many glasses of extravagant wine, they mostly left Kap to his own devices, and instead focused all their attention onto Kap's sister--Semne...Semne showed the innate spark for magic at a young age, and as such, was dotted on constantly by her parents.
Kap never gave up on his quest for his parents' love, though, and dedicated himself to the study of magic from as young an age as possible. Although he is of a vast intellect, Kap seldomnly took the time to work out, and skirked away from most manual labor, as such his physique suffered. Also, he led a very sheltered life as most of his childhood was spent nose-deep in a book--the result of this is that he lacks the people skills(he will normally avoid social situations and has a slight stutter when excited or nervous), and never really developed much in the way of street smarts. He did understand the value of maintaining ones body, though, and as such made sure to include various exercises into his daily routine---due to his zeal for study, though, he made sure these exercises allowed for Kap to continue studying (think Yoga).
Kap is still young, and generally sees the good in people (even when he shouldn't), he seeks to do good, although not to an extreme. He follows the law, but only so much as the stay out of trouble, he does not necessarily believe in law is of the utmost importance beyond keeping people safe---in fact, he often sees rigid laws as one of the greatest inhibitors to forward progression of society's knowledge.
His parents' extravagant lifestyle eventually was their downfall (an all too common occurrence in Taldor) and as his household fell apart around him, Kap decided it was time to set out in an attempt to satiate his intrepid curiosity that had grown from his tireless searchings for more and more information in his books...
It wasn't long before he heard of the Cyphermages' activity in Riddleport and Kap was quick to respond. Although his curiosity is piqued by the strange occurrences going on around Riddleport, he ultimately hopes to gain access to the Cyphermage Guild...Plus, although he's not particularly great at it, Kap loves to play games, and although he realizes the odds are against him in the case of gambling---a game is a game, and Kap looks forward to playing the games at the Golden Goblin...

Scarab Sages

Kjob wrote:
Well if there is a drug out there that would increase his ability to "study" (think adoral), then I'm sure it'd make sense for this character to be addicted to the stuff!

The closest common drug in Golarion that matches that would be Qat.

P.S.: I'm a major contributor to the Pathfinder Wiki.


Hmm, A quick question for Crazy Eights, what direction do you plan on going with your ranger, from the looks of it, you will go the archery route, if so, then I will stick with the melee route with my ranger.

I'll have a sheet completed in short order. I should warn you though that I will be going on vacation from June 25th to around July 5th. I might have internet access, but don't know if I will have much time to get on the internet that often. If that messes too much with the game, I will understand if you find another player. Glad to be gaming with you all.

Also, I don't have the Elves of Golarion, so if anyone out there does, could you suggest some nice traits that I could pick from as well as any possible nice elf related items that can be found in that book.


Dathom - I had planned on going the archery route, but I have no problems retooling a little bit to do the two weapon thing if you would prefer to do archery. We could always try two archers, too. That could be pretty interesting... Either way, it's all good!


Crazy Eights wrote:
Dathom - I had planned on going the archery route, but I have no problems retooling a little bit to do the two weapon thing if you would prefer to do archery. We could always try two archers, too. That could be pretty interesting... Either way, it's all good!

That does sound mighty interesting, but I will probably stick with melee as my first option with archery as back-up.


Female (posing as male) Human Swashbuckler Rogue 2 (favoured class)/Urban Ranger 2

Hmm I may have to do a slight rebuild but thats no problem..I've rebuilt this character twice already.


It seems like any good character of mine goes through several rebuilds before the final cut. Even now Im considering changing race to elf (geez! I know).


So, anyone willing to go with a joined background, Being a 150 some odd years old, maybe Beriadan knew someone's parents. As it is, I will be going with the Into enemy Territory Background Trait and was hoping if anyone would be interested in being acquaintances with an elven ranger.


Is it O.K. if I take the spell Improvisational Boost from the Spell Compendium?


Two questions.

One, in the Pathfinder Chronicles Campaign Setting, there is a section on ammunition that says you can apply poison to blowgun darts without risk of poisoning yourself, but this isn't mentioned in the beta rules anywhere. So I was wondering which took precedence in this case.

Two - Regardless of One, can I spend some of my starting gold to purchase the poisons Black Adder Venom and Small Centipede Poison? I figure that Ngozi still uses his blowgun and spear even if he has access to better things, if for no more reason that it gives him an air of mystery and barbarism

Scarab Sages

Here are abbreviated versions of the Second Darkness character traits for those of you who don't have the book. Note that taking one of these feats means you don't have to pay the 1 gp fee:


  • Fools for Friends: Sometimes you are too good of a friend. A good friend of yours wants to attend the Gold Goblin's "Cheat the Devil ..." tournament, even though you don't. You're going along to watch out for him or her. When you Aid Another, you grant an additional +1 to the roll. As long as your friends are within 30 ft., you gain a +1 trait bonus to all saves vs. charms and compulsion.

  • Into Enemy Territory: You normally hate going into any large city, but people in your rural community have seen the blot and are worried. A friend of yours (one of the other PCs) is better in towns, so you've decided to tag along and have him or her interact with the cityfolk. The hardship of living outdoors has toughened you. Gain a +1 trait bonus to any one category of save.

  • Looking for Work: You're on your last copper penny. You think if the tournament at the Green Goblin goes well, its owner, Saul Vancaskerkin, will be hiring soon. You've practiced the skills you think will be needed for the job and are eager to catch the owner's eye at the tournament. Pick one of the following skills: Bluff, Craft (any), Diplomacy, Intimidate, Perform (any), Profession (gambler), or Perception. You get a +1 trait bonus to that skill and its always considered a class skill.

  • Optimistic Gambler: You think your luck is about to change, and what better place to come into your own than at the Gold Goblin. You've just paid off your last debt (to moneylender Lymas Smeed) and think that this tournament will be your big break. Effects that grant a moral bonus persist and extra 1d4 rounds longer than they normally would.

  • Researching the Blot: You've heard the call for aid by the Order of Cyphers and have come to Riddleport to investigate the Blot. You've settled in at the Gold Goblin, and its owner, Saul Vancaskerkin, seems like a nice guy. He's comped your entrance to the tournament, and even though you don't normally gamble, this might be a good chance to mix with a lot of locals and find out information about the strange occurrence in the sky above. Your interest in magic items has given you a knack for identifying them. You don't need to cast detect magic or identify when you use the Appraise skill to identify a magical item.

  • Scouting for Fiends: Your organization is devoted to exposing demonic and fiendish plots everywhere. You've heard of this "Beat the Devil" tournament and worry that when people treat the infernal realms so lightly, only bad things can happen. Who knows, they may be in league with evil forces of the Great Beyond! You get a +1 trait bonus on all attack rolls vs. foes you know are evil outsiders.

Scarab Sages

Gornak Elf-Toes wrote:
Is it O.K. if I take the spell Improvisational Boost from the Spell Compendium?

Yes, although you'd have to use the two points in the floating pool in the same round, as you'd only have a 1 round duration.


Branding Opportunity wrote:
Gornak Elf-Toes wrote:
Is it O.K. if I take the spell Improvisational Boost from the Spell Compendium?
Yes, although you'd have to use the two points in the floating pool in the same round, as you'd only have a 1 round duration.

Sorry, I mashed two spells together. I meant INSPIRATIONAL Boost, not Improvisation. :-P

Scarab Sages

Ngozi wrote:

Two questions.

One, in the Pathfinder Chronicles Campaign Setting, there is a section on ammunition that says you can apply poison to blowgun darts without risk of poisoning yourself, but this isn't mentioned in the beta rules anywhere. So I was wondering which took precedence in this case.

No, I'm not going to allow that. Using poisons is dangerous stuff. Note that poisons are also very expensive. One dose of the small centipede poison costs 90 gp and the black adder venom costs 120 gp a dose, according to the SRD.

Scarab Sages

hogarth wrote:
Branding Opportunity wrote:
Gornak Elf-Toes wrote:
Is it O.K. if I take the spell Improvisational Boost from the Spell Compendium?
Yes, although you'd have to use the two points in the floating pool in the same round, as you'd only have a 1 round duration.
Sorry, I mashed two spells together. I meant INSPIRATIONAL Boost, not Improvisation. :-P

Yes, that spell is fine.


They sure are expensive! Would you mind if I still went ahead and bought them anyways, though, and just took the risk if I actually used them?

Scarab Sages

dathom wrote:

Hmm, A quick question for Crazy Eights, what direction do you plan on going with your ranger, from the looks of it, you will go the archery route, if so, then I will stick with the melee route with my ranger.

I'll have a sheet completed in short order. I should warn you though that I will be going on vacation from June 25th to around July 5th. I might have internet access, but don't know if I will have much time to get on the internet that often. If that messes too much with the game, I will understand if you find another player. Glad to be gaming with you all.

Also, I don't have the Elves of Golarion, so if anyone out there does, could you suggest some nice traits that I could pick from as well as any possible nice elf related items that can be found in that book.

Don't worry about the July 4th break. I'm guessing that there will not be a lot of activity on these boards overall.

"Elves of Golarion" has quite a few traits and new items, so many that I am loathe to list them all. If you can give me a hint in what direction you're leaving trait-wise and item-wise, then I could probably narrow it down.

Scarab Sages

Ngozi wrote:
They sure are expensive! Would you mind if I still went ahead and bought them anyways, though, and just took the risk if I actually used them?

Sure, just be aware that every time you use the poison there's a flat 5% chance that it effects you instead. Also if you roll a 1 on your attack roll with that weapon, you have to make a DC 15 Reflex save, or it effects you.


Dathom---I'd be interested in a shared background, I've decided on elf universalist wizard (finally), a very big "bookworm," curious, always trying to learn stuff. Perhaps a liiiittle bit arrogant, but mostly understanding (and appreciative) of how quickly my wit can be overcome with brawn. Blah blah blah...wizard academy and other wizardy stuff later...we're traveling together, maybe?
Anywho, could always be childhood friends that found different callings, or hell even siblings, if you wanted. Im pretty interested in the blot due to curiousity, couple that with any sort of "bond" we had, and it'd be easy to understand why we'd be traveling here together.

Scarab Sages

Question for Everyone:

I'm using Paizo's Critical Hit and Critical Fumble decks in my other PbP game. They seem like a fun addition, and I was wondering how everyone felt about using them?

On a completely unrelated note, yes, I know, it's a lot of PCs, but I'd like to give it a try. The only worry I have is during combat, where having this many people could really slow things down. I'd like to implement the following posting policy which only applies to combat.

If you do not post your actions for the combat turn within 24 hours of my last consolidated post, I reserve the right to NPC you. This only applies during the week. On weekends I count the 24 hour period as ending on the Monday after I post, no matter if I last posted on Friday, Saturday or Sunday.

Liberty's Edge

Branding Opportunity wrote:

Question for Everyone:

I'm using Paizo's Critical Hit and Critical Fumble decks in my other PbP game. They seem like a fun addition, and I was wondering how everyone felt about using them?

On a completely unrelated note, yes, I know, it's a lot of PCs, but I'd like to give it a try. The only worry I have is during combat, where having this many people could really slow things down. I'd like to implement the following posting policy which only applies to combat.

If you do not post your actions for the combat turn within 24 hours of my last consolidated post, I reserve the right to NPC you. This only applies during the week. On weekends I count the 24 hour period as ending on the Monday after I post, no matter if I last posted on Friday, Saturday or Sunday.

I'm good with those rules for combat. As for the critical hit deck, I like the basic idea of it giving some extra flavor, but wonder how it might conflict with some of the new critical feats? Could the critical hit flavor already be done with the new feats, and then maybe we'd just need the fumble deck?


I'm good with those rules as well.

Scarab Sages

Count Buggula wrote:
I'm good with those rules for combat. As for the critical hit deck, I like the basic idea of it giving some extra flavor, but wonder how it might conflict with some of the new critical feats? Could the critical hit flavor already be done with the new feats, and then maybe we'd just need the fumble deck?

Which critical feats are you referring to, Count?

EDIT:
Oh, I almost forgot. Don't be worried, I will be increasing the EL of encounters to compensate for the bigger group. I will also increase the treasure payout to match.


I've never played with a crit/fumble deck, but am all for giving it a try!

Liberty's Edge

Branding Opportunity wrote:
Count Buggula wrote:
I'm good with those rules for combat. As for the critical hit deck, I like the basic idea of it giving some extra flavor, but wonder how it might conflict with some of the new critical feats? Could the critical hit flavor already be done with the new feats, and then maybe we'd just need the fumble deck?

Which critical feats are you referring to, Count?

Critical Focus : +4 bonus to confirm critical hits

Bleeding Critical : Your critical hits cause opponents to bleed profusely

Blinding Critical : Your critical hits blind your opponents

Critical Mastery : Your critical hits cause two additional effects

Deafening Critical

Exhausting Critical : Your critical hits cause opponents to become exhausted

Sickening Critical : Your critical hits cause opponents to become sickened

Staggering Critical : Opponents you critically hit are staggered

Stunning Critical : Opponents you critically hit are stunned

Tiring Critical : Opponents you critically hit are fatigued

Scarab Sages

Count Buggula wrote:
a lot about new critical feats

Considering the first of these requires one to have a BAB of +11, I'll keep the critical deck for now.


Kjob wrote:
I've never played with a crit/fumble deck, but am all for giving it a try!

Likewise.


Male Halfling Monk 5 (Maneuver Master)

Ebe's mostly ready to go, you can check him out. Just need to add in wealth and equipment.


Kjob wrote:

Dathom---I'd be interested in a shared background, I've decided on elf universalist wizard (finally), a very big "bookworm," curious, always trying to learn stuff. Perhaps a liiiittle bit arrogant, but mostly understanding (and appreciative) of how quickly my wit can be overcome with brawn. Blah blah blah...wizard academy and other wizardy stuff later...we're traveling together, maybe?

Anywho, could always be childhood friends that found different callings, or hell even siblings, if you wanted. Im pretty interested in the blot due to curiousity, couple that with any sort of "bond" we had, and it'd be easy to understand why we'd be traveling here together.

Hmm, currently his background has him having lived the past 130 some odd years outside of Kyonin with a band of rangers and druids, but I'm sure we can find a way to make it work. Maybe my ranger, having entered Riddleport to investigate the strange shadow in the sky, spots another elf...a rare occurrence from what I have been told, so follows him and discovers that there is indeed some relation.


Branding Opportunity wrote:

Don't worry about the July 4th break. I'm guessing that there will not be a lot of activity on these boards overall.

"Elves of Golarion" has quite a few traits and new items, so many that I am loathe to list them all. If you can give me a hint in what direction you're leaving trait-wise and item-wise, then I could probably narrow it down.

For Traits, since my character is a dexterous melee type, I was thinking of a trait that helped in that regard. Maybe a trait that gives Acrobatics as a class skill, or really any type of trait that might deal with Skills. For the elven items, it isn't as important now since I decided that he has spend most of his life outside of Kyonin.

Scarab Sages

Ebenadar wrote:
Ebe's mostly ready to go, you can check him out. Just need to add in wealth and equipment.

Everything looks good so far. I see you applied your Agile Maneuvers bonus to your CMD as well, which makes sense.

Count Buggula's character sheet brings up an interesting point. It uses the new mechanic of CMD which stands from Combat Maneuver Defense and ends up being the DC required to perform combat maneuvers against you. It was just introduced in the "Bonus Bestiary" publication. I'd like everyone to please incorporate it into their character sheets, since it will be in the final release of the PFRPG that we'll be switching to after GenCon. Please let me know if you have any questions regarding this.

You calculate it as follows:

Bonus Bestiary wrote:
Combat Maneuver Defense: This is the DC to make a successful combat maneuver against the creature. A creature’s CMD is equal to 10 + its Strength modifier + its Dexterity modifier + its base attack bonus + the special size modifier. In addition, a creature can add any bonuses that would normally apply to its Armor Class, except for armor, natural armor, shield, and size bonuses.

Scarab Sages

dathom wrote:
For Traits, since my character is a dexterous melee type, I was thinking of a trait that helped in that regard. Maybe a trait that gives Acrobatics as a class skill, or really any type of trait that might deal with Skills.

Hmm, an interesting combat trait might be "Sacred Avenger (Calistria)". Basically, your special connection to Calistria, the goddess of revenge, gives you a +1 trait bonus on weapon damage against any creature that hit you in the previous round. If that creature is your "ilduliel" (a cultural type of intra-elven feud), this bonus increases to +2.


Male Human Inquisitor of Abadar

Alright, dumb question, I see how to make an avatar and how to post as one (obviously) but how do I "load" a character sheet into that avatar (first time I've done a PBP through Paizo...)?


Kappasc wrote:
Alright, dumb question, I see how to make an avatar and how to post as one (obviously) but how do I "load" a character sheet into that avatar (first time I've done a PBP through Paizo...)?

Click on your avatar's name; it'll take you to the description for that avatar and there should be a link that says "Click here to create a profile" or something like that.

Liberty's Edge

Kappasc wrote:
Alright, dumb question, I see how to make an avatar and how to post as one (obviously) but how do I "load" a character sheet into that avatar (first time I've done a PBP through Paizo...)?

There's no way to actually load a character sheet, you have to create it from scratch. Feel free to use the one from Ebenadar above as a template if you'd like.

Liberty's Edge

Branding Opportunity wrote:
Ebenadar wrote:
Ebe's mostly ready to go, you can check him out. Just need to add in wealth and equipment.

Everything looks good so far. I see you applied your Agile Maneuvers bonus to your CMD as well, which makes sense.

Count Buggula's character sheet brings up an interesting point. It uses the new mechanic of CMD which stands from Combat Maneuver Defense and ends up being the DC required to perform combat maneuvers against you. It was just introduced in the "Bonus Bestiary" publication. I'd like everyone to please incorporate it into their character sheets, since it will be in the final release of the PFRPG that we'll be switching to after GenCon. Please let me know if you have any questions regarding this.

You calculate it as follows:

Bonus Bestiary wrote:
Combat Maneuver Defense: This is the DC to make a successful combat maneuver against the creature. A creature’s CMD is equal to 10 + its Strength modifier + its Dexterity modifier + its base attack bonus + the special size modifier. In addition, a creature can add any bonuses that would normally apply to its Armor Class, except for armor, natural armor, shield, and size bonuses.

Hmmm...according to that, my CMD drops from 18 to 16 with the change from beta to final - however I don't know how to apply agile maneuvers with the new rules, since it used to be 15 + CMB, and now I don't see CMB in the equation at all.

Scarab Sages

Count Buggula wrote:
Hmmm...according to that, my CMD drops from 18 to 16 with the change from beta to final - however I don't know how to apply agile maneuvers with the new rules, since it used to be 15 + CMB, and now I don't see CMB in the equation at all.

Yeah, sorry, I got confused with the Agile Maneuvers feat, thinking it gave you a bonus to perform combat maneuvers, when all it does is add your Dex instead of you Str to your CMB. So yes, your CMD should be 16 and not 18: 10 + 1 + 4 - 1 + 2. In effect that makes the feat less powerful, since it now only applies to your attacks. We'll see if they change the feat in the final version.


Male Elf Ranger 1

Here is Beriadan, the elven ranger for your perusal. He should be pretty much finished, just got to add a detail or two here and there.

Liberty's Edge

Since we're throwing in a few rules from Pathfinder Final as opposed to the beta, do you want to go with everything that we know for sure at this point? Like being able to choose your favored class regardless of race?

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