Dungeon of Dread (Inactive)

Game Master Grimmy

Obsidian Portal


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Female Elf Druid 3 || HP: 22/22 || AC: 15/13/12 || CMD: 16 || Fort: +4, Ref: +4, Will: +6; +2 vs. enchantments || Init: +3 || Perc: +13 (+16 in bright light), low-light vision
Resources:
Hawkeye 6/6

Haha yup! Although I never got around to doing much more in the way of maps, my group kinda died and I got too busy to do it for no real reason.

Maybe if you need a map I'll consider doing something again though. :)


It was a good group and a good game; my first task of Frog God's material. :)


Male Half-Elf HP 23/23 | Init +4 | Perc +11 | AC:19 Tch:15 FF:14 | Fort +5 Ref +9 Will +0 |

I was looking over our group's backgrounds, and I noticed that both Lueck and Erich grew up on the streets of Bard's Gate. I thought it might make sense if the two of them already knew each other, and had been friends (or at least allies) for some time. They could have worked together in various (possibly criminal) schemes to make money. Let me know if that sounds like a workable idea, Lueck.

Here's my idea for how Erich (and possibly Lueck) come into the story: Erich overhears Cairenn talking (perhaps bragging) about his upcoming expedition to Saecaroth. He then meets with Lyr and Cairenn, arguing that a bit of extra muscle could be of use when the expedition runs into trouble (if the background I've suggested above is approved, then Erich brings Lueck along to this negotiation).

And hey, if anyone has any suggestions on how I might alter Erich's build to better support the group, please let me know! I'm open to any ideas (pending Grimmy's approval, of course).


NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
Resources:
Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

@Erich You know we don't get traits right?


Male Half-Elf HP 23/23 | Init +4 | Perc +11 | AC:19 Tch:15 FF:14 | Fort +5 Ref +9 Will +0 |
Kara Nightingale wrote:
@Erich You know we don't get traits right?

Actually, it turns out that Rogues are the exception! See character creation guidelines:

DMG wrote:
  • No Traits, except Rogues (Rogues get 2 Traits)
  • I'm not sure why, except possibly as an incentive to get people to play Rogues (if so, it worked!).


    Rogues get 2 traits and fighters get 4 skill ranks.

    I think I had been reading too many rogues suck threads when I started the campaign. I probably should have thought a little harder about what a great dip rogue was with that boon :)


    NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
    Resources:
    Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

    Right! I forgot about the exception. Character looks good Mr. highest AC in the group.


    Lyrasael Sylrune wrote:

    Haha yup! Although I never got around to doing much more in the way of maps, my group kinda died and I got too busy to do it for no real reason.

    Maybe if you need a map I'll consider doing something again though. :)

    I think I emailed you this winter I wanted to hire you to map my homebrew! Are you also luciddragon? I'm just putting this together.


    Male Half-Elf HP 23/23 | Init +4 | Perc +11 | AC:19 Tch:15 FF:14 | Fort +5 Ref +9 Will +0 |
    DM Grimmy wrote:

    Rogues get 2 traits and fighters get 4 skill ranks.

    I think I had been reading too many rogues suck threads when I started the campaign. I probably should have thought a little harder about what a great dip rogue was with that boon :)

    Oh! I certainly don't want to 'cheese' the rules or take any sort of unfair advantage. I'm happy to drop the traits if you'd like! Alternatively, I can change his Ranger levels to Rogue (especially since Lueck has Ranger covered for our group). Let me know what you think.


    Not at all brother, not at all.

    Your character is 100% legit.

    Wasn't pointing that at you, just second guessing myself.

    I still think it's a pretty cool house-rule though.

    And yeah it is partly incentive.


    Female Elf Druid 3 || HP: 22/22 || AC: 15/13/12 || CMD: 16 || Fort: +4, Ref: +4, Will: +6; +2 vs. enchantments || Init: +3 || Perc: +13 (+16 in bright light), low-light vision
    Resources:
    Hawkeye 6/6

    luciddragon(at)gmail(dot)com is my email, yeah.

    I may have missed the email - there was a period around December/January where I basically disappeared for a variety of reasons...


    Ha, that's so funny! I think I emailed you!

    I was getting so fed up with GIMP working on my homebrew map.


    Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
    Spells:
    Acid darts (6/7) | Bombs (6/7)

    Finally got around to making the stats blocks and included some flavor text. Let me know if I need to change anything.

    Constructs:
    Summon/Construct List Level 1
    ---------------------

    Burning Teapot-You really should put a handle on a teapot, especially one that heats itself.
    ---------------------
    N Tiny construct
    Init +2 Senses darkvision 60, low-light vision; Perception -5
    =DEFENSE=
    AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
    hp 5 (1d10)
    Fort +0, Ref +2, Will -5
    Defensive Abilities hardness 5 Immune Construct Traits
    =OFFENSE=
    Speed 15 ft.
    Melee slam +1 Burn (Ex, 1 CP): : The object gains burn (1d6) with its slam attacks.
    =STATISTICS=
    Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
    Base Atk +1 CMB +1 CMD 9
    --------------------------------
    Overzealous Nutcracker-
    This animated nutcracker tries far too hard to crack nuts. Also, it seems to think everything is a nut.
    --------------------------------

    N Tiny construct
    Init +2 Senses darkvision 60, low-light vision; Perception -5
    =DEFENSE=
    AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
    hp 5 (1d10)
    Fort +0, Ref +2, Will -5
    Defensive Abilities hardness 5 Immune Construct Traits
    =OFFENSE=
    Speed 15 ft.
    Melee slam +1 (1d3-2)
    =STATISTICS=
    Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
    Base Atk +1 CMB +1 CMD 9
    Improved Attack (Ex, 1 CP): All the Animated Object’s melee attacks do damage as though it were one size category larger.
    ------------------
    Tiny Boxer
    -Sock'em, Rock'em
    ------------------

    N Tiny construct
    Init +2 Senses darkvision 60, low-light vision; Perception -5
    =DEFENSE=
    AC 18, touch 14, flat-footed 16 (+2 Dex, +4 natural, +2 size)
    hp 5 (1d10)
    Fort +0, Ref +2, Will -5
    Defensive Abilities hardness 5 Immune Construct Traits
    =OFFENSE=
    Speed 15 ft.
    Melee slam x2 +1 (1 nonlethal)
    =STATISTICS=
    Str 6, Dex 14, Con -, Int -, Wis 1, Cha 1
    Base Atk +1 CMB +1 CMD 9
    Additional Attack (Ex, 1 CP): Gains an additional slam attack.

    Construct Traits (Ex)
    Constructs are immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Constructs are not at risk of death from massive damage.


    Half-elf Bard 3 | HP 21/25 | AC 16/12/14 CMD14 | Per +7, Init +2 | F+2 R+5 W+4 (modifiers apply)
    Resources:
    Bardic Performance, 11/11 rounds remaining, 2/4 level 1 spells remaining

    Hey guys, I'm back! Had a good time at Con (even if I did lose my 10th level druid in the first fight of the first game I played in. Ow), and am pretty bushed, but ready to go whenever y'all are. The party compositions sound great, and Erich (and Lueck?) are absolutely welcome to have heard Cairenn being a mouthy bastard talking about how he is going to go pwn Saecaroth, etc.


    I just finished a 20 hour work day, I'm going to sleep for a long time :)

    Ill post tomorrow night.


    Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

    Which party am I supposed to be in. Sorry for the inquiry but I am a little late to the game and have not had the time to read the entire OOC yet.


    Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
    Resources:
    Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

    You are on Team 2 with me, Christoff, Talric, and Grokar.


    Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

    Should be an interesting party.

    CN Ranger
    CN Alchemist/Wizard
    N Druid (probably more NG, but will choose trees over people any day)
    NG Ninja
    LG Barbarian


    Male Human Barbarian 3 | HP 16/42(36/51) | Init +1 | Perc +6 | AC: 16(14) Tch: 11 FF: 15 | Fort +5(+7) Ref +2 Will +2(+4) |
    Resources:
    Rage 9/10 Powerful Blow 1/1

    A LG barbarian is kinda an odd bird, isn't it? Pretty much, the reason he's lawful is a) he has a moral code he abides by, and he won't forsake for the sake of convenience and b) he is part of a noble family of barbarians, and even though he was quite literally thrown out, when he was tossed back in Tal learned a lot about laws and codes, and actually liked them and wanted them implemented rather than being used whenever the chief needed another arm up on a person.


    I love it.


    Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

    I was more wondering how a LG player, and the NG to some extent, is going to interact with the two CN players. The fact we have a lawful barbarian and a good ninja just makes it that much more . . . interesting? dysfunctional? unusual?


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    Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
    Spells:
    Acid darts (6/7) | Bombs (6/7)

    Christoff is a bit between CG and CN.


    This campaign works best as a struggle between good and evil.

    In some higher level areas lieutenants of Orcus will take advantage of CN characters fairly easily.


    Human Alc 1/ Wiz 2 | HP 13/13 | Init +2 | Perc +4 | AC:12 Tch:12 FF:10 | Fort +2 Ref +4 Will +3 |
    Spells:
    Acid darts (6/7) | Bombs (6/7)

    How strict are you on alignment shifting? With Christoff's background I see it making sense that he starts as CN but as he is exposed to true evil his motivations shift and he moves to CG. I haven't played in many games where alignment was important, so I can adjust if needed.


    What I have seen a lot running this at home is CN characters shifting towards good starting around level 6 or so as they see how heinous evil is, gain sympathy towards innocents, and develop loyalties from working with a team. It's an easy thing to RP and makes for a good story. Kind of thing you see in movies and stories quite often I think.

    We had a one guys stay LE all the way through, that was cool and worked well but he is a trusted player that I knew would not be disruptive.


    Female Half-Elf Druid(Treesinger)/3 - HP: 27/27; AC16, T15, FF11; F+4,R+2,W+7; Per +12; Init +1

    I am having a great time playing LE characters in two WotW campaigns. Don't know if I could ever play a CN or CE character in any way honest to the alignment that would allow him to function in a party.


    NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
    Resources:
    Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

    I can see a Lawful Barbarian, it's not that hard to re-flavor the rage mechanic to something more like justice or righteous vengeance.

    I have no idea how Pharnox is going to pull off NG though...


    Kára Nightingale wrote:

    I can see a Lawful Barbarian, it's not that hard to re-flavor the rage mechanic to something more like justice or righteous vengeance.

    I have no idea how Pharnox is going to pull off NG though...

    Here's a 'barbarian' I am playing in another game, and I think a good example of a potentially lawful barbarian. He is looking at the spirit totem abilities as he advances.


    Talric makes perfect sense to me as a lawful barbarian.

    Don't see how rage needs any re-flavoring at all. Lawful folks can still get mad :)


    1 person marked this as a favorite.

    Pharnox's background mentions murder for money. I think that is unambiguously not a good act.


    NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
    Resources:
    Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3
    DM Grimmy wrote:

    Talric makes perfect sense to me as a lawful barbarian.

    Don't see how rage needs any re-flavoring at all. Lawful folks can still get mad :)

    I suppose. Though Rage is bit different than just getting mad. That class description alone... Scary.

    I think the restriction is there mostly to keep from multi-classing Paladin and going HAM.

    One of our house-rules is No Alignment. With the exception of Clerics, Undead, Outsiders with Alignment specific subtypes and Dragons.

    DM Grimmy wrote:

    Pharnox's background mentions murder for money. I think that is unambiguously not a good act.

    Exactly. I didn't think he and I would mesh too well IG, that's one of the reasons I wanted team 1.


    I hate no alignment.

    Well hate is a strong word, I just prefer alignment.

    Now "no XP", that I hate.


    NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
    Resources:
    Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

    If your players use it as an excuse to play "evil" than yea it can be a pain.

    I couldn't care one way or the other on XP.

    You can't use it as currency in pathfinder like you could in 3.5 so there really isn't any point in tracking it.

    Much like the alignment system I have to ask. "Does it really matter?"


    Female Elf Druid 3 || HP: 22/22 || AC: 15/13/12 || CMD: 16 || Fort: +4, Ref: +4, Will: +6; +2 vs. enchantments || Init: +3 || Perc: +13 (+16 in bright light), low-light vision
    Resources:
    Hawkeye 6/6

    I like alignment as a general guide of character but not as a chokehold on creativity. I also like thinking of alignment in slightly different ways sometimes (that thread is an interesting read, if you've got time).

    I do tend to do away with XP though. I eyeball too many encounters and modify them on the fly to want to closely track those numbers. :P


    I see the alignment system as helpful to keep characters somewhat realistic and tied to who they are. Also, it seems like it might be interesting in a setting where it could have effects beyond who can and can't be a paladin.


    Well I often run games for kids. The alignment system sparks some conversations that are really great for kids to be having.


    So I attached team 1 and team 2 game play threads, you guys can post a dot in them and you'll be added to the roster.


    Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
    Resources:
    Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

    Background came after the character creation so now the alignment doesn't really work.


    Ah that makes sense. So what're you thinkin now? CN? True N?

    Like I say you can of course have your alignment evolve shaped by experiences too. There'll be plenty of time for that before the situations when alignment has mechanical relevance (and those situations are avoidable as well for those who want to keep non-good alignments.)


    Male Drow Ninja 3 | HP 11 / 22 | AC 17; Touch 14; Flat Footed 13 | CMD 17 | Fort +1; Ref +6; Will +1 | Init +4 | Perception +8
    Resources:
    Arrows (17/20), Trail Rations (5/5), Ki Points (5/5)

    I'm thinking true N. He wants to be good, but sometimes he's forced to go the other way to survive. Also he will follow the law as much as he can, but sometimes a little chaos is needed to get the job done.


    Ok, nice! Sounds like some good RP potential there.

    Lyr that alignment thread you linked is super interesting.


    Look at that! All five checked in for both teams right on time to begin at the scheduled start date of June 1st!


    NG Aasimar, Outsider (native), Cleric 2, Fighter 1 | HP: 25/29 | Init: +2 | Perception +5 | AC: 17 | Tac: 12 | FF: 15 | Fort: +7 | Ref: +2 | Will: +6 |
    Resources:
    Channel Energy 1d6 3/3, Predator's Grace 5/6, Seize the Initiative 5/6, Hero Points 3

    :)

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