Hook Mountain Massacre

Game Master Groundhog



The Lord-major of Magnimar, Hadmeer Grobaras, has put out a quiet request for locals of skill and grit to perform some mysterious service. You have volunteered. It seems that the city has lost communications with Fort Rannick, a frontier fortress safeguarding some of Magnimar's vassal townships. The lord-major is willing to pay good money for you to investigate.
Your first stop will be the frontier town of Turtleback Ferry.

Hi there, boards! I've been on here before, but it didn't really go well. Still, I'd like to poke my head into PBP, and I figure I should start with something relatively short and sweet. Hence this game.

As far as character backgrounds go, it'd be nice to know what your character has been doing that brought them this far. What's their biggest success? Have they tried and failed at something?

Character creation
Starting Level:
You start at 8th level. You are local heroes perhaps, or otherwise experienced professionals.
Stats: roll 4d6 and take the best 3 for 3 of your stats, then create the other 3 by substracting your rolls from 27, 25 and 23, in whatever order you like. Finally, add +2 to one stat of your choice. You can put the resulting statline in whatever order you like.
Starting Wealth: 3300gp worth of equipment.
Number of Players sought: Four or possibly five.
Creation Deadline: Wednesday the 20th, a week from now.
Allowed Material: All first party material, except no alien races.

Variant Rules
Automatic Bonus Progression is in place, with you counting as 2 levels higher, according to the "almost nonexistent magic items" variant. Consequently, magic items outside of consumables will be rare to the point that they're almost nonexistent.
Background Skills are in place.
Combat Stamina is gained as a free bonus feat for fighters.
Traits: You gain two from different categories. Drawbacks are not in play.


An example of stat generation.:

I figure what I wrote isn't super clear on its own, so I'd better provide an example.
We start with rolling the 3 sets of 4d6 and drop the lowest.
4d6 ⇒ (2, 6, 3, 6) = 17
4d6 ⇒ (6, 1, 6, 6) = 19
4d6 ⇒ (4, 2, 4, 3) = 13

That results in 6+3+6=15, 6+6+6=18 & 4+4+3=11. Now we need to subtract these from 27, 25 and 23 to create our other 3 scores. There's six possible combinations, but we pick this:
27-11=16, 25-15=10 & 23-18=5.

Our six scores are now 15, 18, 11, 16, 10 & 5. We get a floating +2 to add where we like, except it can't raise a score above 18. We put it in the 15, for a final statline of:

17, 18, 11, 16, 10, 5.

Now we can put them in the stats we want, before we apply our racial modifiers.


4d6 - 2 ⇒ (6, 6, 2, 5) - 2 = 17
4d6 - 2 ⇒ (4, 2, 6, 4) - 2 = 14
4d6 - 1 ⇒ (5, 2, 4, 1) - 1 = 11

27-11=16+2=18
25-14=9
23-17=6

18, 17, 14, 11, 9, 6

I’ll prepare something for the standalone. Up to what level are we going? I’ll probably send my final character closer to the final date. ;)


It depends. If I take four people, the last couple of fights will probably have you at lvl 11. If we go with 5, we'll top out in the middle of level 10.

Or if you were talking about books in the AP, the intention is only for me to run this one, at present.


4d6 ⇒ (5, 5, 5, 4) = 19 15
4d6 ⇒ (2, 6, 1, 2) = 11 10
4d6 ⇒ (5, 5, 2, 4) = 16 14

27-10 = 17
25-14 = 11
23-15 = 8

Floating 2 will go to the 15, for: 17 17 14 11 10 8. Do we get two Stat bumps for being 8, or is that included?


The stats are supposed to be pre-racials and level bonus and everything.


Excellent. I shall work.


4d6 ⇒ (4, 4, 2, 6) = 16 (14)
4d6 ⇒ (4, 1, 1, 3) = 9 (8)
4d6 ⇒ (3, 1, 4, 5) = 13 (12)

I'm assuming it's not ok to subtract the 8 from the 27 for a 19. :P

27 - 12 = 15
25 - 8 = 17
23 - 14 = 9

I'll put the +2 on a 15 for: 17, 17, 14, 12, 9, 8.


Let's see...
Roll 1: 4d6 ⇒ (3, 6, 1, 2) = 12 => 11
Roll 2: 4d6 ⇒ (2, 2, 5, 2) = 11 => 9
Roll 3: 4d6 ⇒ (4, 2, 6, 3) = 15 => 13
And the other 3...
27 - 9 => 18
25 - 11 => 14 (+2 here for 16)
23 - 13 => 10

So that leaves: 18, 16, 13, 11, 10, 9

Human, and level 8, so there are another 4 points to add.

STR: 15 (13+2)
DEX: 18
CON: 10 (9+1)
INT: 10
WIS: 16
CHA: 12 (11+1)

Will "remake" this character with your specifications. A Varisian Cleric of Desna, with a bow as her primary weapon. I hope you like her.


4d6 - 3 ⇒ (3, 3, 3, 3) - 3 = 9
4d6 - 2 ⇒ (2, 4, 3, 2) - 2 = 9
4d6 - 3 ⇒ (5, 6, 6, 3) - 3 = 17

hmm...
18 17 14 9 9 8 or
17 16 14 10 9 9 or
18 17 16 9 9 6

Before +2 or racials.


Zaboom! wrote:

4d6 (14)

4d6 (8)
4d6 (12)

I'm assuming it's not ok to subtract the 8 from the 27 for a 19. :P

27 - 12 = 15
25 - 8 = 17
23 - 14 = 9

I'll put the +2 on a 15 for: 17, 17, 14, 12, 9, 8.

That is very well assumed indeed!


4d6 ⇒ (6, 2, 5, 5) = 18 16
4d6 ⇒ (5, 6, 3, 5) = 19 16
4d6 ⇒ (5, 4, 3, 5) = 17 14

23-14= 9
27 -16 =11
25- 16= 9

9+2

So 16, 16, 14, 11, 11, 9

That's a pretty strong set.

I'll go with a fighter. We'll see what looks like fun.


We are pleased to present Darmok, Half-Orc Titan Mauler Barbarian

Background:
Darmok is a child of Averaka, a half orc settlement on the isle of Flintyreach. Raised there all his life from parents who are both half-orcs as well, he has never had the trouble that half-orcs raised in the tribe of one parent or the other might. He was involved early on in raids through the lands of the Linnorm Kings, and from there grew in strength and tapped into the primal well of anger that was his birthright. Having support at all times in his endeavors as being for the good of community and kin, he grew in strength and took on further challenges until it was clear that his destiny lay outside the city.

Travelling first among a war-band roving from the North, and later with various caravans, he found himself besieged by bigots and race purists. He could not understand it. He took up work guarding whatever paid well, and became disgruntled, which led him to mercenary work. He particularly liked fighting large creatures. Ogres, Giants, Ettins and the like were particularly favored prey. He didn't much enjoy fighting Dragons, because they're generally fairly intelligent and fierce, and he's not a dumb brute, he's merely a warrior strong of arm and fierce of temperament. He tends to take trophies from his greatest conquests, which he brings home to Averaka whenever he visits, which is getting more rare. His parents are still there, as are several siblings, but he could not live one life in the safety of their settlement, he had to live many lives until one finally catches up with him and claims him for the grave.

Grand Lodge

Dot...

4d6 ⇒ (6, 6, 4, 5) = 21 17
4d6 ⇒ (2, 1, 4, 1) = 8 7
4d6 ⇒ (2, 3, 6, 5) = 16 14

So 17, 18, 7, 16 (14+2), 10, 9

27-17=10
25-7=18
23-14=9


Nice to see Darmok - I look forward to knowing what the rest of you figure out!

Silver Crusade

4d6 ⇒ (6, 6, 1, 2) = 15-1=14
4d6 ⇒ (4, 6, 3, 3) = 16-3=13
4d6 ⇒ (6, 1, 6, 3) = 16-1=15+2=17
27-13=14
25-15=10
23-14=9


This is Corsario submission. I am "reusing" a character that finished the Crimson Throne adventure path, now off to new adventures. I hope you like her.
--
Ruperta of Hetzau is a Young Human Varisian Healer and Midwife (Cleric), a follower of Desna, who has been directed, in a vision from her goddess, to look for a green star. She doesn't know what this "Green Star" is, or where it is located.
But the believer in luck and the luck is where The Great Dreamer directs you, so she will go.
Together with her friends Pai, Pax, Corbyn and Slumper, she braved the dangers of Korvosa and the Crimson Throne, bringing the mad Queen there to a halt. But the dreamer called, and now she embarked in a new quest.
Height 5'3" Weight 170 lbs. Deep Brown Eyes, Raven Black Hair.
Image


Stats: 4d6 ⇒ (6, 5, 3, 6) = 20-3=17
Stats: 4d6 ⇒ (6, 4, 4, 3) = 17-3=14
Stats: 4d6 ⇒ (5, 3, 4, 3) = 15-3=12

27-12=15
25-15=10
23-14=9

17,14,12,15,10,9


Felthin the Clanless:

Felthin is a beardless Dwarf who was thrown out of his clan for refusing to allow them to engage in peace talks with Giants. He truly hates Giants of any kind, and goes out of his way to target them above all others.

While he has a tragic story to go with this, sadly it is all too common when dealing with Giants, and thus you can likely imagine the details of such a story.

After surviving 'the tragedy' and subsequent exile, Felthin made his way into the world as an adventurer, cutting a bloody swath through orc and Giant holds, and with his last venture leaving him in the city of Magnimar. After a few weeks at the tavern, his bill has come due, and now he has to go earn more money and kill more things.

Hopefully Giants, but he'll cut down anything in a pinch.

4d6 - 3 ⇒ (6, 5, 5, 3) - 3 = 16
4d6 - 1 ⇒ (4, 1, 3, 3) - 1 = 10
4d6 - 2 ⇒ (6, 6, 2, 2) - 2 = 14

The other 3 stats are 27-10=17, 25-14=11 and 23-16=7. Adding +2 to my 14 to make it a 16, which gives me the following:

16
10
16
17
11
7

Felthin is going to be a melee character of some stripe.


Dot.

4d6 ⇒ (5, 2, 5, 6) = 18-2=16
4d6 ⇒ (6, 1, 6, 3) = 16-1=15
4d6 ⇒ (2, 6, 6, 1) = 15-1=14

27-14=13
25-15=10
23-16=7

16+2=18

So final stats are:
18
15
14
13
10
7

I can work with that! Get something up in a day or two.


Here is my submission, minus one thing: How are we doing HP? I couldn't find an answer in the character info at the top and it doesn't look like anyone else has asked:

Felthin the Clanless:

Dwarven Ranger 8

STR 20
DEX 16
CON 18
INT 10
WIS 16
CHA 5

HP
AC 28 (10 base +3 dex +7 armor +3 shield +2 natural armor +1 dodge +2 deflection), FF: 24, T: 16
BAB 8
Init +5

Fort +13
Ref +12
Will +8

Saving Throw Modifiers: +4 to vs. Spells and SL, +2 vs. Poison

Speed

Greataxe
*Normal (PA): +15/10 (12/7) to hit; 1d10+7 (13) damage; 20/x3 crit
*Giant (PA): +19/14 (16/11) to hit; 1d10+11 (17) damage; 20/x3 crit
*Orc (PA): +18/13 (15/10) to hit; 1d10+9 (15) damage; 20/x3 crit

Skills: Acrobatics r8 +14, Climb r8 +16, Knowledge (Local) r8 +11, Perception r8 +14, Survival r8 +14/18 to track, Swim r8 +16

Background Skills: Knowledge (Engineering) r8 +11, Knowledge (History)vr8 +11

Feats: Steel Soul, Power Attack, Endurance, Ironhide, Flexible Foe, Cleaving Finish, Dodge

Traits: Zest for Battle (when I have a morale bonus to attack rolls, I get a +1 trait bonus to weapon damage rolls), Reactionary (+2 to initiative)

Alternate Racial Features: Lorekeeper (+2 to Know: History pertaining to Dwarves and can make checks untrained)

Class Features: Favored Enemy (Giant +4, Orc +2), Track, Wild Empathy (+5), Favored Terrain (Mountain +4, Urban +2), Hunter's Bond (Companions), Woodland Stride, Swift Tracker

Spells/day: 2/2

Equipment: MW Dwarven Waraxe, Mw Heavy Steel Shield, MW Agile Breastplate

Automatic Bonus Progression: Resistance +3, Armor Attunement +1/1, Weapon Attunement +2, Deflection +2, Mental Prowess (Wisdom) +2, Physical Prowess (Strength) +2, Toughening +1


Hp is rolled, max at first level, with the minimum on each roll being half max. So for a sorcerer, the minimum result of each die roll is 3. I forgot to put that in, sorry.

Felthin, just for completion, what's your combat style? Two-handed? And are you absolutely sure you don't want a ranged weapon? Not even something to toss at people?

Darmok, same question.


A, but this is embarrassing. I meant to put in the original recruitment post that we're using the Feat Tax rules found here.

At this point though, some of you have already made characters under the old guidelines, so I figure it'd be unfair to you to switch things around so late in the recruitment, unless you want them.

What do you guys think? Feat tax variant yay or nay?

Grand Lodge

Yay from me. Would those requiring the non-existent feat such as Point Blank Shot have that requirement waived?


I'm fine either way regarding feat tax. It won't take that long to grab a different Gorum Ranger style feat to swap.

I have the Gorum Style. I'll put it in when I repost.

Hit Points: 7d10 ⇒ (1, 2, 9, 3, 3, 4, 5) = 27 Actually 39 after min half.

Reposting character:

Felthin the Clanless:

Dwarven Ranger 8

STR 20
DEX 16
CON 18
INT 10
WIS 16
CHA 5

HP 89
AC 28 (10 base +3 dex +7 armor +3 shield +2 natural armor +1 dodge +2 deflection), FF: 24, T: 16
BAB 8
Init +5

Fort +13
Ref +12
Will +8

Saving Throw Modifiers: +4 to vs. Spells and SL, +2 vs. Poison

Speed

Greataxe
*Normal (PA): +15/10 (12/7) to hit; 1d10+7 (13) damage; 20/x3 crit
*Giant (PA): +19/14 (16/11) to hit; 1d10+11 (17) damage; 20/x3 crit
*Orc (PA): +18/13 (15/10) to hit; 1d10+9 (15) damage; 20/x3 crit

Skills: Acrobatics r8 +14, Climb r8 +16, Knowledge (Local) r8 +11, Perception r8 +14, Survival r8 +14/18 to track, Swim r8 +16

Background Skills: Knowledge (Engineering) r8 +11, Knowledge (History)vr8 +11

Feats: Steel Soul, Power Attack, Endurance, Ironhide, Flexible Foe, Cleaving Finish, Dodge

Traits: Zest for Battle (when I have a morale bonus to attack rolls, I get a +1 trait bonus to weapon damage rolls), Reactionary (+2 to initiative)

Alternate Racial Features: Lorekeeper (+2 to Know: History pertaining to Dwarves and can make checks untrained)

Class Features: Favored Enemy (Giant +4, Orc +2), Track, Wild Empathy (+5), Favored Terrain (Mountain +4, Urban +2), Hunter's Bond (Companions), Woodland Stride, Swift Tracker, Fighting Style (Divine - Gorum)

Spells/day: 2/2

Equipment: MW Dwarven Waraxe, Mw Heavy Steel Shield, MW Agile Breastplate

Automatic Bonus Progression: Resistance +3, Armor Attunement +1/1, Weapon Attunement +2, Deflection +2, Mental Prowess (Wisdom) +2, Physical Prowess (Strength) +2, Toughening +1


Yas392 wrote:
Yay from me. Would those requiring the non-existent feat such as Point Blank Shot have that requirement waived?

Anything that required point blank shot instead requires precise shot, as it says in the thing. Power attack, deadly aim, combat expertise, agile maneuvers and weapon finesse are entirely removed as pre-requisites, while the various "improved combat maneuver" feats that have been replaced with Deft Maneuvers and Powerful Maneuvers require those for the "Greater maneuver" feats and everything that used to require a "Improved Maneuver" feat.

So Tripping Strike used to require int 13, combat expertise, improved trip & +9 base attack; now requires int 13, deft maneuvers & +9 BAB.


Then let's say we go with the feat tax rules.

Feat tax rules are in place. They're described in this link


Will work on Darmok. He isn't much for ranged weapons. If it has come to him needing a ranged weapon, we're already in far too much trouble. I do plan to pick up a few alchemicals before we start, as well as a few magic items, hadn't geared him out completely.


Feat Tax rule? Excellent!
Ruperta gets an extra 2 feats, as Point Blank Shot and Deadly Shot are not needed anymore.
She will get Dodge (w/Mobility integrated) and Weapon Focus (Longbow) - both go well with her background.
As for her HP, I will roll for 7 levels.
7d8 ⇒ (7, 8, 5, 5, 7, 5, 2) = 39+2(Last roll)+8(firstlevel)+8(Favored Class Bonus)=57


HP: 7d12 ⇒ (10, 3, 4, 7, 1, 3, 5) = 33
wow that's bad. So... 10 + 7 + 30 + 12 + 40 = 99

99 hp. Well at least it gets better when raging.

Power Attack replaced with Powerful Maneuvers.


Ruperta is ready for consideration.

Silver Crusade

roll 1: 4d6 - 1 ⇒ (3, 3, 1, 3) - 1 = 9

roll 2: 4d6 - 2 ⇒ (3, 2, 4, 3) - 2 = 10

roll 3: 4d6 - 1 ⇒ (5, 1, 2, 6) - 1 = 13

27-9=18
25-10=15
23-13=10

Stats before racial 18, 15, 13, 10, 10, 9


I hope to get more completed submissions in by tomorrow. It'd be good for party balance to have an arcane caster, for example.

Grand Lodge

Going caster route: 7d6 ⇒ (4, 3, 1, 3, 2, 4, 2) = 19

Going Half-caster route: 7d8 ⇒ (7, 8, 5, 7, 7, 3, 7) = 44


Just a friendly reminder that recruitment is only meant to last for 14 more hours!


Maybe you will need to extend the submission deadline...
Completed

  • Darmok - Half-Orc Titan Mauler Barbarian
  • Felthin the Clanless - Dwarf Ranger
  • Ruperta of Hetzau - Archer Cleric of Desna
    Rolled
  • Big Joe
  • Derz
  • drbuzzard - Fighter
  • dwilhelmi
  • Philo Pharynx
  • Tharasiph
  • The Chess
  • Yas392
  • Zaboom!


  • We are currently a Barbarian, Cleric, and Ranger (wow, core party if we don't count archetypes). We could use any 4th, possibly a 5th, though a caster would not be amiss as Groundhog said. More applications are super-welcome, even if it makes Groundhog have to choose whom to accept.


    Well, I've been working on a Gillman Sorceress (verdant bloodline). How badly would the group need a rogue/trapfinding character?


    We have perfect trapfinders! We have a ranger with perception and a barbarian with hit points! Play what you want to play, honestly I doubt there's any problem without a particular coverage.


    For real. Whatever the situation, we'll get it figured out.


    Hey guys... It's Chess here. This is the character I'm working on - it's still a work in progress, but I wanted to make sure you know I'm still very much interested in the one shot :)


    Here's my verdant Sorc. She's not 100% completed on the crunch, but there's not much left to do (a feat, a spell, the rest of my languages, etc.). I don't think I'm super optimized, but she should be a fun character to play.

    And some HP rolls.

    7d6: 7d6 ⇒ (5, 3, 3, 4, 4, 3, 3) = 25

    Looks like the min of 3 doesn't matter much. So, 25 + 6 (1st level) + 24 (Con mod x8) = 55
    Squishy. :P


    Ruperta the Cleric,
    Sephne the Sorcerer,
    Felthin the Ranger
    and Darmok the Barbarian

    You've been chosen! Thanks for applying, and please head on over to the discussion and IC threads.


    Ruperta is back!
    Thanks Groundhog

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