GM Hyde |
So I'll come clean with you guys, I've never run pbp before. This thread is primarily meant to get me more comfortable with the medium by running smaller scale adventures until I feel confident that I can handle full on campaigns.
Now that being said, this is not my first time GMing (I'm currently nearing the end of a crimson throne game), so all I need is a little patience from you lovely gamers as I adjust to this new realm. However, if the idea of working with a pbpnewb bothers you, I suggest you leave now. For everyone else, here's the rundown.
.I need 4-5 third level characters for a quick romp through the "Risen from the Sands" module.
.Use the standard method for stats with two traits.
.Classes and races can be from anything as long as its not third party.
. I will not be using unchained rules with the exception being the alt classes.
.Roll20 Will be used for maps.
.Non-evil characters only please.
I will allow a two week recruitment period before I make my decision. Feel free to ask me about anything that I might have missed.
GM Hyde |
Would you be alright with an ogren?
Sorry but no Ogrens.
I'm very interested, but just to check, what's the standard stat method you use? I'd assume 20 point buy, but never hurts to confirm.
4d6 drop the lowest, sorry should have clarified.
I'm interested, I have a Daring Champion Cavalier I want to try too. I've also never done roll20 before, so we'd be sharing the new experience.
If it helps at all, I'm an idiot and I figured out Pbp pretty easily.
So I don't know how people usually use pbp with Roll20 but I was just planning on taking screenshots on my phone.
Green Smashomancer |
4d6? Lemme give it a shot then. Can we arrange them to our liking?
ability scores: 4d6 ⇒ (6, 2, 4, 5) = 17
ability scores: 4d6 ⇒ (4, 1, 4, 6) = 15
ability scores: 4d6 ⇒ (5, 2, 6, 2) = 15
ability scores: 4d6 ⇒ (2, 3, 1, 5) = 11
ability scores: 4d6 ⇒ (5, 6, 6, 3) = 20
ability scores: 4d6 ⇒ (3, 3, 2, 5) = 13
Not bad. Thats: 15, 14, 13, 10, 17, and 11.
Yeah, that'll do nicely.
GM Hyde |
1 person marked this as a favorite. |
4d6? Lemme give it a shot then. Can we arrange them to our liking?
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
Not bad. Thats: 15, 14, 13, 10, 17, and 11.
Yeah, that'll do nicely.
Yeah in any order
loc |
ability scores: 4d6 ⇒ (5, 2, 1, 1) = 9
ability scores: 4d6 ⇒ (6, 6, 5, 5) = 22
ability scores: 4d6 ⇒ (6, 2, 5, 3) = 16
ability scores: 4d6 ⇒ (6, 3, 5, 2) = 16
ability scores: 4d6 ⇒ (5, 6, 5, 5) = 21
ability scores: 4d6 ⇒ (4, 4, 5, 5) = 18
So lets see that is a 8,17,14,14,16,14. Those are a really good stat array. Now it's time to brain storm.
Robert Henry |
dotting
ability scores: 4d6 ⇒ (4, 3, 6, 1) = 14 13
ability scores: 4d6 ⇒ (6, 1, 6, 1) = 14 13
ability scores: 4d6 ⇒ (4, 1, 2, 4) = 11 10
ability scores: 4d6 ⇒ (1, 5, 5, 4) = 15 14
ability scores: 4d6 ⇒ (4, 1, 1, 5) = 11 10
ability scores: 4d6 ⇒ (3, 1, 2, 2) = 8 7
A 7 "point buy" roll, any thoughts on re-rolls or allowing a 20 pt. buy?
GM Hyde |
dotting
[dice=ability scores]4d6 13
[dice=ability scores]4d6 13
[dice=ability scores]4d6 10
[dice=ability scores]4d6 14
[dice=ability scores]4d6 10
[dice=ability scores]4d6 7A 7 "point buy" roll, any thoughts on re-rolls or allowing a 20 pt. buy?
Hmmm...stick with it, short term game anyway ;)
Anything special for rolling health? Or is it just half plus one?
Max for first level, and dice plus con for the other two levels
Green Smashomancer |
4d6? Lemme give it a shot then. Can we arrange them to our liking?
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
[dice=ability scores]4d6
Not bad. Thats: 15, 14, 13, 10, 17, and 11.
Yeah, that'll do nicely.
I think I'll go with:
Str 11 (7)
Dex 17 (19)
Con 14 (12)
Int 10
Wis 13
Cha 15
No one minds if the melee guys 3' tall right? And a Kobold?
Tara Ravenheart |
Hmm, would like the chance to play this module. I am rolling a second set given how pitiful the first was, let me know if this is acceptable?
4d6 ⇒ (6, 6, 4, 5) = 21 17
4d6 ⇒ (3, 3, 1, 6) = 13 12
4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (2, 6, 3, 2) = 13 11
4d6 ⇒ (1, 4, 4, 5) = 14 13
4d6 ⇒ (4, 2, 2, 6) = 14 12
Thinking a ranger, either human or dwarf. Switch hitter.
Dayreth Ludvic Stein |
This is Loc with my character sheet. I will have the backstory up soon.
Dayrth
Male catfolk swashbuckler 4 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 3 47)
CG Medium humanoid (catfolk)
Init +9; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 20, touch 16, flat-footed 14 (+4 armor, +4 Dex, +2 dodge)
hp 35 (4d10+11)
Fort +3, Ref +9, Will +2
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +11 (1d8+6/19-20+4 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (4)
--------------------
Statistics
--------------------
Str 14, Dex 20, Con 14, Int 8, Wis 12, Cha 18
Base Atk +4; CMB +6; CMD 23 (24 vs. trip)
Feats Dodge, Slashing Grace[ACG], Weapon Focus (longsword)
Traits bully, reactionary
Skills Acrobatics +9, Climb +5, Diplomacy +8, Escape Artist +8, Intimidate +10, Perception +9, Sense Motive +6, Sleight of Hand +8, Stealth +6, Survival +3; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat's luck, dare (), nimble faller, swashbuckler finesse
Combat Gear potion of cure light wounds (2), potion of endure elements (2), potion of hide from undead; Other Gear mwk chain shirt, +1 longsword, backpack, bedroll, belt pouch, everburning torch, flint and steel, mirror, soap, torch (10), trail rations (5), waterskin, 56 gp, 18 sp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Charmed Life +4 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Faller Always land on feet after a fall.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Green Smashomancer |
Would I be allowed to use the Order of Cold Iron? It's 3rd party, but I can get slightly better effects from the 1st party Order of the Eastern Star. Biggest difference is that the second one doesn't fit my character as well. I'm looking to create a Knight in Shining Armor out of a Kobold, so I could use the Order of the Sword instead. I just wouldn't get anything out of my Challenge bonus.
Dayreth Ludvic Stein |
Male catfolk swashbuckler 3 (Pathfinder RPG Advanced Class Guide 56, Pathfinder RPG Bestiary 3 47)
CG Medium humanoid (catfolk)
Init +8; Senses low-light vision; Perception +9
--------------------
Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 29 (3d10+9)
Fort +3, Ref +7, Will +2
Defensive Abilities charmed life 3/day, nimble +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 longsword +9 (1d8+5/19-20+3 Precision)
Special Attacks deeds (derring-do, dodging panache, kip-up, menacing swordplay, opportune parry and riposte, precise strike, swashbuckler initiative), panache (4)
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 14, Int 8, Wis 12, Cha 18
Base Atk +3; CMB +5; CMD 20 (21 vs. trip)
Feats Slashing Grace[ACG], Weapon Focus (longsword)
Traits bully, reactionary
Skills Acrobatics +7, Climb +5, Diplomacy +8, Escape Artist +7, Intimidate +9, Perception +9, Sleight of Hand +7, Stealth +5, Survival +3; Racial Modifiers +2 Perception, +2 Stealth, +2 Survival
Languages Catfolk, Common
SQ cat's luck, nimble faller, swashbuckler finesse
Combat Gear potion of cure light wounds (2), potion of endure elements (2), potion of hide from undead; Other Gear mwk chain shirt, +1 longsword, backpack, bedroll, belt pouch, everburning torch, flint and steel, mirror, soap, torch (10), trail rations (5), waterskin, 56 gp, 18 sp
--------------------
Special Abilities
--------------------
Cat's Luck (1/day) (Ex) Can roll 2d20 for a Reflex save and take better result.
Charmed Life +4 (3/day) (Ex) Choose to add Charisma bonus to save before roll is made.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Nimble Faller Always land on feet after a fall.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Slashing Grace (Longsword) Treat chosen weapon as 1-handed piercing weapon and can had Dex instead of Str to dmg.
Swashbuckler Finesse At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having
Here is the fixed sheet.
Green Smashomancer |
This is up much later than I would have preferred. Still need to buy some things though, but the important bits are there.
Male Kobold Inspired Blade Swashbuckler/1, Daring Champion 2
LG Small Humanoid (reptilian)
Init +4; Senses Low-Light Vision; Perception +7
--------------------
Defense
--------------------
AC 20, flat-footed 16, touch 15 (+4 armor, +4 Dex, +1 Shield, +1 size)
hp 26 (3d10 +3)
Fort +3; Ref +6; Will +1
Defensive Abilities: Challenge, Deeds ( Dodging Panache, Derring-Do, Opportune Parry/Riposte), Guarded
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +10 (1d4 + 4; 18-20x2 +1 Precision damage), w/challenge +10 (1d4 + 6; 18-20 x2 +1 Precision Damage)
Special Attacks: Challenge, Deeds ( Opportune Parry/Riposte, Precise Strike)
--------------------
Statistics
--------------------
Str 7, Dex 19, Con 12, Int 15, Wis 13, Cha 10
Base Atk +3; CMB +2 (+9 to disarm, trip, or sunder w/rapier); CMD 14 (16 vs disarm w/rapier)
Feats: Weapon Focus (Rapier), Fencing Grace, Psychic Sensitivity, Combat Expertise
Traits: Strong Heart, Threatening Defender
Skills: Acrobatics +10, Diplomacy +6, Know: Arcana +8 (+9 vs occult/supernatural), Know: Planes +8 (+9 vs occult/supernatural), Perception +7, Sense Motive +7, Stealth +11
Languages: Common, Draconic,
Special Qualities: Panache, Swashbuckler Finesse, Tactician
Combat Gear: MWK rapier, chain shirt, buckler
--------------------
Special Abilities
--------------------
Low-Light Vision: Kobolds are able to see twice as far as a human in conditions of poor light.
Swashbuckler Finesse: Swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Challenge: Choose a target within sight, and gain bonus damage equal to your level. -2 AC against all other enemies. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Guarded: At 2nd level, the cavalier gains DR1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise
At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.
Order of the Eastern Star: Whenever a cavalier of the order of the eastern star issues a challenge, he receives a +1 dodge bonus to AC and a +1 insight bonus on saves against the attacks and abilities of the target of his challenge. He must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.
A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to his class skills. He can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If he has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Panache: A pool of points equal to Charisma modifier used for Deeds. Recovers with critical strikes with a rapier.
Tactician: As a standard action, grant a teamwork feat you qualify for to all allies within 30 ft, who can hear or see you.
I'll have his story/personality ready tomorrow. But like, at a reasonable time. Anyone have an idea for a third language?
Green Smashomancer |
Here's what I got, module tie-in notwithstanding.
Kalask wanted the best for him, but he warned ”You will find the rest of the world less welcoming than I’ve been. Our little town in Andoran has an understanding. I made it clear to them that they were to treat you as they would anyone else. You know kobold villages don’t usually get along well with others. If you still want to go out on your own, I know some people you can meet, but you’ll need to prove yourself to them on your own. So do you think you’re up for it, little guy?” Laknir had already made up his mind, he was determined to see this through.
The sign read “Heirs of the Eastern Star” when he finally reached the doors. Seemed like a strange name for warriors of justice. After an argument with the doorman, he was finally allowed inside. Laknir drew incredulous looks at first, but he was allowed to start his training with a small group of recruits. Five started the brutal regiment, long hours studying the ancient texts of cults long since destroyed to learn how the enemy thinks. Even longer hours spent in the training yards, were agonizing at times, but ultimately rewarding when he saw his instructor smile. Even if it was at the novelty of someone like him getting as far as he did, Laknir was still there, keeping up with everyone else.
No matter how effortless the other students made things as basic as swinging a sword around seem, Laknir thought of a way to compensate. He would stay out in the training yard at all hours playing catch-up, learning how to cover up his lack of sleep. In the end, it payed off.
At graduation, only two of his “class” were left. Lak himself, and a noble-born human, Mikael Lockwood. He was the first person at the compound, and most vocal, to try to kick the kobold upstart out. By now, 2 years later, the two had become best of friends, but sadly their first assignments were separate from one another.
Laknir is a 3 foot tall pile of tough skin and bones. As he grew he seemed to take on more draconic features, albeit, very slowly. He has the vibrant red scales associated with the tyrannical species. He comes complete with two dull black horns growing straight back from the top of his head, short spiked frills on the sides, and a cup holder tail. Well the tail isn’t strong enough for that, but maybe someday. his gleaming chain armor is the easiest way others use to separate him from other kobolds in a room, not that they spend a lot of time around him to begin with.
Laknir does everything he can to help others. And a few things he probably shouldn’t too. Seeing it as his personal duty to protect the people of his home of Andoran as well as those common folks who live abroad. He stays positive, and thinks on his feet. Fighting for justice, glory, all that good stuff.
Of course, there is a selfish element to it as well. All of that time having to work twice as hard just to prove himself “equal” has left him with the sore spot of being thought of as weak. Being thought of as lesser because he’s a kobold is fine to him. Give him a little time and he’ll show his detractor how strong he is, just like he did with the Heirs of the Eastern Star. But when it comes down to it, the thought that he can’t catch up, that he might not be able to help anybody, keeps him awake at night.
Still not sure on a tertiary language. Gonna go over them some more.
Edit: Have settled on Undercommon. Also an update to his stat block, since I left out his nat armor before, and I've added some equipment. Like a Cure Light Wounds wand for good faith.
Male Kobold Inspired Blade Swashbuckler/1, Daring Champion 2
LG Small Humanoid (reptilian)
Init +4; Senses Low-Light Vision; Perception +7
--------------------
Defense
--------------------
AC 21, flat-footed 17, touch 15 (+4 armor, +4 Dex, +1 Shield,+1 Natural Armor, +1 Size)
hp 26 (3d10 +3)
Fort +3; Ref +6; Will +1 (+2 vs target of challenge; +4 w/Combat Expertise)
Defensive Abilities: Challenge, Deeds ( Dodging Panache, Derring-Do, Opportune Parry/Riposte), Guarded
--------------------
Offense
--------------------
Speed: 30 ft.
Melee: +10 (1d4 + 4; 18-20x2 +1 Precision damage), w/challenge +10 (1d4 + 6; 18-20 x2 +1 Precision Damage)
Special Attacks: Challenge, Deeds ( Opportune Parry/Riposte, Precise Strike)
--------------------
Statistics
--------------------
Str 7, Dex 19, Con 12, Int 15, Wis 13, Cha 10
Base Atk +3; CMB +2 (+9 to disarm, trip, or sunder w/rapier); CMD 14 (16 vs disarm w/rapier)
Feats: Weapon Focus (Rapier), Fencing Grace, Psychic Sensitivity, Combat Expertise
Traits: Strong Heart, Threatening Defender
Skills: Acrobatics +10, Diplomacy +6, Know: Arcana +8 (+9 vs occult/supernatural), Know: Planes +8 (+9 vs occult/supernatural), Perception +7, Sense Motive +7, Stealth +11
Languages: Common, Draconic, Undercommon
Special Qualities: Panache, Swashbuckler Finesse, Tactician
Combat Gear: MWK rapier, mithral chain shirt (worn under normal outfit), buckler, Potion of cure light wounds, Wand of cure light wounds, Alchemists Fire (2)
Miscellaneous: Bedroll, hot weather outfit, pouch belt, soldiers uniform, MWK backpack.
--------------------
Special Abilities
--------------------
Low-Light Vision: Kobolds are able to see twice as far as a human in conditions of poor light.
Swashbuckler Finesse: Swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and he can use his Charisma score in place of intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.
Challenge: Choose a target within sight, and gain bonus damage equal to your level. -2 AC against all other enemies. Each cavalier's challenge also includes another effect which is listed in the section describing the cavalier's order.
Guarded: At 2nd level, the cavalier gains DR1/— and a +2 morale bonus on saving throws when wearing light armor or no armor and fighting defensively or using Combat Expertise
At 6th level and every 4 levels thereafter, this DR increases by 1. He loses the benefits of this ability if carrying a medium or heavier load.
Order of the Eastern Star: Whenever a cavalier of the order of the eastern star issues a challenge, he receives a +1 dodge bonus to AC and a +1 insight bonus on saves against the attacks and abilities of the target of his challenge. He must be wearing light armor and carrying no more than a light load to receive these bonuses. These bonuses increase by 1 for every 4 class levels the cavalier possesses.
A cavalier belonging to the order of the eastern star adds Knowledge (arcana) and Knowledge (planes) to his class skills. He can attempt Knowledge (arcana) and Knowledge (planes) checks untrained. If he has ranks in these skills, as long as a check involves knowledge of the occult or supernatural, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1).
Panache: A pool of points equal to Charisma modifier (and Intelligence) used for Deeds. Recovers with critical strikes with a rapier.
Tactician: As a standard action, grant a teamwork feat you qualify for to all allies within 30 ft, who can hear or see you.
With that, Laknir should be all set for consideration.
Green Smashomancer |
The module itself doesn't have any traits tied to it. Although the Mummy's Mask player's guide might be a good place to look.
Hmm? No I mean like, reasons the characters might potentially be there. I've never read this module (only 2 I own are Emerald Spire, and the RotR anniversary edition), so I don't know what it's about (something about sand?) Thus, I wonder if there's spoiler free info you can give us about the plot to give our characters a reason to be there.
GM Hyde |
Risen from the Sands takes place in Osirion (basically medieval Egypt) and it involves you (the party) ransacking a pharaoh's spooky pyramid for adventure, danger and riches in that order. The module assumes that you all know each other and have agreed to travel to the pyramid of the Pharaoh of Sphinxes to explore it and recover its treasures.
That about cover it?
Tara Ravenheart |
Okay, a bunch of fighter-types have appeared since my initial post, as well as a proposal for a dwarven cleric (my other idea). So I am now thinking a group of treasure hunters need a good rogue.
CN Female Pitborn Tiefling Unchained Rogue 3
STR 14
DEX 18
CON 13
INT 15
WIS 11
CHA 14
BA +2 CMB +4 CMD +16
AC 16 TCH 14 FLT 12
FORT +2 REFL +7 WILL +1
HP
FEATS armor of the pit, weapon finesse (b), two weapon fighting
SKILLS acrobatics +10, appraise +7, bluff +7, climb +6, diplomacy +6, disable device +15, disguise +6, escape artist +9, know(dungeon) +6, know(local) +6, perception +9(10), sense motive +5, sleight of hand +10, stealth +10, use magic device +8
ABILITIES finesse training, sneak attack +2d6, trapfinding +1, evasion, danger sense +1, fast stealth
Will have equipment and background done tonight.