Ironfang Invasion

Game Master Rostam

Ironfang Invasion - Calendar, Provisions, Organization, Loot
Ironfang Invasion - Chernasardo Map
Scarvinous Camp
Forest Path


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If any of you would have liked to leave prior to something happening let me know. I'll just have to shift any archer fire to another target.


With that chaotic and stressful flight over we are onto new things.

Namely, you are all now level 2.

There is also the question of leadership coming to the fore. As well as how to manage the townsfolk and provide for them. I have looked into a few rule sets such as the militia rules and some other home brew systems, and find them lacking. I prefer to go with the system in Irongfang Invasion: Trail of the Hunted mixed with some ease of use common sense.

Basically, each NPC is assigned a task for the day. I would prefer it if they were assigned tasks based on teams with the team leader being good at something and everyone else assisting (see the actions spoiler for more info). This would greatly speed up the process of managing the NPCs while still allowing for highly customizable setups.

Actions:

Each day, an NPC can be assigned to perform one task around camp or generally employ skills on the PCs’ behalf. The most useful such projects include the following.

Assist: NPCs can assist a PC or NPC with any skill they’re trained in, automatically granting a +2 aid another bonus.

Build Shelter: Creating a shelter for one Medium-sized creature requires a successful DC 12 Craft or Survival check. For every 2 points by which the result exceeds 12, the shelter can accommodate one additional Medium-sized creature. These shelters are simple and cold, but enough to prevent a character from being fatigued from lack of shelter.

Craft: With access to the necessary tools, NPCs can craft finished goods for the PCs upon request, using the normal Craft skill rules (Core Rulebook 91).

Forage or Hunt: Characters who spend a full day hunting or gathering and succeed at a DC 10 Survival check gain 1 Provision Point. Characters gain 1 additional Provision Point for every 2 by which the result exceeds 10.

Herd: Phaendar’s sheep and goat herds were scattered in the attack, and many were lost in the Fangwood. NPCs can recover a single goat or sheep with a successful DC 16 Handle Animal check. Captive animals can be maintained with a single successful Handle Animal check (DC = 10 + the number of animals) per day. Neglecting to maintain the herd or failing this check indicates one or more animals have wandered off. A captive animal generates 1 Provision Point every 3 days in the form of milk (and eventually cheese or butter), or can be butchered to immediately provide 2 Provision Points.

Scout: NPCs trained in Survival or Stealth can scout the area or keep an eye on Phaendar for the PCs. With a successful DC 10 Survival check, an NPC can either discover one point of interest in the area (such as an encounter location) or reduce the chances for a random encounter by 5%. An NPC who succeeds at this skill check by 5 or more can identify one danger in the area of the encounter (if any exist).

Stand Watch: An NPC can stand watch, attempting Perception checks and even confronting danger while the PCs rest uninterrupted.

Support: One or more NPCs can follow the PCs to assist them, carrying equipment, standing watch at temporary camps (see below), and providing skills the PCs may lack. NPCs hold back from combat, but should the PCs lose a fight, the NPCs attempt to drag their unconscious leaders to safety.

Use Skill: NPCs can use any of their listed skills on the PCs’ behalf, such as using Handle Animal to train captured animals, Heal to provide long-term care, or Knowledge to answer questions for the PCs.

Now, I would also like to add a respect system for the NPCs. High respect means others will more willingly follow them and work better under the highly respected leader. Respect is earned by levelling (PCs will eventually be able to bestow levels to NPCs, +10 respect), carrying out the job as leader of a group successfully (No roll failures for a month, +1 respect), fighting alongside the PCs during a major action (this assumes the PCs are well regarded, +5 respect). Once an NPCs respect hits 50 all bonuses are halved. One they hit 100 all bonuses are quartered. There is no maximum respect. NPCs can lose respect by simply not doing anything at the rate of -5 per month.

PCs gain and lose respect in similar ways.

The benefit of respect would be that for every 10 respect a leader has they generate one extra of whatever they are creating per 3 people helping. So if Aubrin had 15 respect and was leading 6 followers she could create 2 more shelters, provision points, etc than if she did stuff of her own. If the activity the leader is doing does not provide a specific benefit they gain a +1 on their check.

Having tabled this idea, I also added a respect column to the Saved Townsfolk sheet in the Calendar, Organization, Provisions, Loot workbook. Major business owners/caretakers start with 10 respect, clergy start with 5 respect, anyone who fought with you in Phaendar starts with 10 respect, and Aubrin starts at 15. If NPCs fell into more than one category they received all of the respect bonuses. The group of PCs would start with 15 respect as well. If divisions within the party require it I will divide the party into groups or individuals for tracking respect.

Also, the following NPCs provide benefits so long as they are a leader in an appropriate task.

Jet (forage or hunt): Jet keeps the resources maintained, making sure the refugees use the most perishable items first and helping people pack balanced loads. She knows many stories and songs that she shares with the others. So long as Jet oversees the cooking, the camp generates 1 additional Provision Point each day.

Kining (stand watch): The stolid dwarf keeps everyone’s weapons sharp and true, and though she grumbles, she trains the refugees how to fight so they don’t panic. All the refugees gain a +1 bonus on initiative rolls while Kining remains with the group.

Rhyna(Use Skill: Heal for longterm care): She uses her herbalism training to find healing plants and savory herbs while foraging, and treats the small wounds the refugees suffer daily. Characters in the camp heal 1 additional hit point each night while they rest so long as Rhyna remains with the group. (Rhyna does not need to use up uses of a healing kit so long as the refugees are at a stable location).

Aubrin (Build Shelter): She uses her woodcraft to find the best locations for shelters and how to best set them up to protect people from the elements. So long as Aubrin is overseeing the building of shelters the camp can create 1 additional shelter per day.

Let me know what your thoughts on all this are.


Okay, so I also updated the links at he top of the page. There is a hex map of the Chernasardo Forest region with a pink dot on it that is your location. The hexes are 2.5 miles across. The group of refugees you have can move about 5 miles/day through the heavy underbrush while looking for food. Unfortunately days spent moving are days when shelters can not be built.

Also, remember to keep an eye on the Calendar, Provisions, Organization, Loot sheet. By the end of every day there needs to be enough food and water or else people will start to suffer from starvation as per the recruitment thread. I am going to move the rules for shelter/food from the recruitment thread to the campaign tab in the next day or so for easier reference.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

Because of the presence of Claustipher and the party make-up, I've decided to dip rogue. I plan to go sorcerer for the next 3 levels and then head into Arcane Trickster, so I can cover some arcane utility in addition to our missing rogue role.

Ian level-up

+1 level of rogue (unchained, makeshift scrapper)

Stats

+1/3rd Fort Save (total 2/3rd)
+1/3rd Will Save (total 2 5/6th)
+2 1/2 Ref Save (total 2 5/6th)
+0.75 BAB (total 1.25)
+5 vigor points

Class features

+ Weapon Finesse (bonus feat)
+ Catch Off-Guard (bonus feat)
+ Throw Anything (bonus feat)
+ 1d6 sneak attack

Skills

+13 skill points (8 base, 2 Int, 1 human, 2 background)
+1 Bluff, Diplomacy, Intimidate, Sleight of Hand, Stealth, Use Magic Device, Perception, Escape Artist, Knowledge (geography)
+2 Acrobatics, Disable Device

- - - - - -

Hey listen, I want to suggest something to you for your level-ups:

Take some suboptimal choices! Because of the size of our party, I think we can afford to prioritize utility and breadth of ability over power. Obviously some people can still be combat machines (Falcon, for instance) but I think we can definite afford to spread out a bit more and gain some unique abilities.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 25; WP: 33; Threshold: 14

Adding level of fighter cad.
VP: 1d10 ⇒ 5
Adding Improved Dirty Trick, a rank in Acrobatics.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

Falcon, I believe you should get more skill ranks.

2 + Int mod classes are now 4 + Int mod, and we use background skills.

Thus, you should be getting 5 skill ranks I think:

4 from fighter, 1 from human, -2 from Int and 2 from background.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

2n level- Warpriest

VP: 1d8 ⇒ 3 Good thing I'm an archer
FCB - 1/6 of a bonus feat
(7 skill points =4 level, 1 race, 2BG) climb, K. Geography, k. Religion, Perception,profession Farmer, survival, Swim Wish I had swim a level ago

NoteDaniil would like to go back to the river bank and retrieve his longbow, dagger and potion if it is not to dangerous.If the archers are still massed there he will avoid it and live without them. [/ooc]


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 25; WP: 33; Threshold: 14

Forgot about the extra ranks for the 2+int classes. Also putting ranks into Perception and Stealth.

I already added background skills, just didn’t mention, figuring his ability in recorder playing probably wasn’t turning the tide against the hobgoblins.


Female Halfling Paladin (Erastil) 3/Swashbuckler (Mouser) 1 | VP 28/38 W32/32 T16 | AC 19/14/16| CMB +5| CMD 18| F+8| R +9| W +6| Init +3 Per +2 | Spd 20 ft. | Panache 2

Olivia Level-Up Summary

+1 Paladin Level
+6 VP
+1 BAB
+1 Fort, +1 Will
Divine Grace , Lay on Hands

Skills: +1 Diplomacy, Handle Animal, Heal, Survival, Profession(soldier)


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

+1 Wizard
+6 Vigor
+1 BAB
+1 Will

Learned:
Expeditious Excovation
Charm Person

Skills +1 too:
Diplomacy
Know: Arcana
Know: Dungeon
Know: Local
Know: Nature
Know: Planes
Spellcraft
Linguistics
Appraise


For those people posting +X Vigor Points, remember you need to roll them, please do so in this thread. Also, your constitution modifier goes to wound points at each level, not Vigor points.


Ian Ros wrote:


Ian level-up

+1 level of rogue (unchained, makeshift scrapper)

Please remember the rule about class building having to come from the PRD, except for feats. The only exception was the Nirmathas Irregular archetype because it was topical.

If I've stated otherwise somewhere let me know and I will go with what I said then.


Female Halfling Paladin (Erastil) 3/Swashbuckler (Mouser) 1 | VP 28/38 W32/32 T16 | AC 19/14/16| CMB +5| CMD 18| F+8| R +9| W +6| Init +3 Per +2 | Spd 20 ft. | Panache 2

Do we have to roll the HD for vigor points every time or is taking the average allowed?


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

Vigor: 1d6 ⇒ 3

Sorry had a brain fart.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

Hm. I guess so.

Vigor Points: 1d8 ⇒ 3

Ok, I'm down to 9 vigor points.

I'll switch to the Survivalist archetype for the rogue. It gives me the weapon proficiencies back and adds the ability Hardy, which allows me to go twice as long without water and three times as long without food.


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

+1 Cleric Level
VP: 1d8 ⇒ 5 +1 bonus
Spells added: Purify Food and Drink, Murderous Command
Skills (+5, +2 background): Diplomacy, Heal, Know (Religion) Sense Motive, Spellcraft, Linguistics, Know (History)


Olivia Treeward wrote:
Do we have to roll the HD for vigor points every time or is taking the average allowed?

Roll every time please.

I'll allow "retraining" hit points though as per Ultimate Campaign with the following additions - You can train with some one of a higher level OR simply more hit points. And if you can not find a proper training area you can spend 4 days per hit point instead of 3. And if you can find someone willing to charge nothing its free (party members can train each other).


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

When we gain Vigor Points due to level up, do I go to 3/14 or 9/14?


Sander Yarro wrote:
When we gain Vigor Points due to level up, do I go to 3/14 or 9/14?

For both Vigor and Wound points add what you gain to current and max.

So if you were at 3/10 and gained 6 you go to 9/16.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.
Sander Yarro wrote:

+1 Cleric Level

[dice=VP]1d8 +1 bonus
Spells added: Purify Food and Drink, Murderous Command
Skills (+5, +2 background): Diplomacy, Heal, Know (Religion) Sense Motive, Spellcraft, Linguistics, Know (History)

I'm sure you know this, but you actually have access to your entire spell-list from the get-go. You don't need to list what spells you gain, because you can prepare a different list every day.

@ Olivia - I think you should have 32 wound points. As far as I understand, our rules are total wound points = 2x Con score + Con modifier

so you start with 30

then, we gain Wound points equal to our Con modifier every time we level, and for you that's 2.

- - - -

@GM - if we gain Constitution (as I will when I stop counting as a young character) do we gain Wound Points retroactively?

For example, at level 4 I will have 29 wound points. If I lose the "young" template and my Constitution becomes 14, would my wound point total then increase to 36?


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

Sorry been swamped will try to get a post up this evening.


Female Halfling Paladin (Erastil) 3/Swashbuckler (Mouser) 1 | VP 28/38 W32/32 T16 | AC 19/14/16| CMB +5| CMD 18| F+8| R +9| W +6| Init +3 Per +2 | Spd 20 ft. | Panache 2

Rolling VP: 1d10 ⇒ 8


Female Half Orc / || Speed 20ft with armor and gear | VP 10/18 W 23/30 | T14| AC 18/13/16| CMB +4| CMD 6| F +4| R +2| W +2| Init +2 (+4 in Forest) Per +0 Paladin (Holy Guide) / 3

rolling vp: 1d10 ⇒ 6 Average, not bad.


Male Human Cleric 4| VP 0/18 W14/36 Threshold 14| AC 17/10/17| CMB +5| CMD 15| F +6| R +1| W +8| Init +0 Per +8|
Spells and Abilities:
Remaining: channel energy 3/5. Bit of luck 5/6. Battle Rage 6/6. Lvl 1 spells 2/5 Lvl 2 spells 1/4

Elyas level up post

Cleric 2
WP + 2
VP: 1d8 ⇒ 3 + 1 favored class
+1 Fort
+1 Will
+1 BAB (and gains free power attack at this point)

Skills (6 points)
+1 perception
+2 stealth
+1 heal
+1 Knowledge History
+1 diplomacy


Female Half Orc / || Speed 20ft with armor and gear | VP 10/18 W 23/30 | T14| AC 18/13/16| CMB +4| CMD 6| F +4| R +2| W +2| Init +2 (+4 in Forest) Per +0 Paladin (Holy Guide) / 3

Level up in Paladin/Holy Guide
+6 vp
+1will save
+1fortsave
+1bab
+1know geography
+1survival
+1handle animal
+1diplomcay
+1sense motive
receive divine grace and lay on hands


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)
Ian Ros wrote:


I'm sure you know this, but you actually have access to your entire spell-list from the get-go. You don't need to list what spells you gain, because you can prepare a different list every day.

You'd be surprised. When I said I was a pbp neophyte, that means I'm also a Pathfinder casual. So, thanks for the reminder!;)


Ian Ros wrote:

@GM - if we gain Constitution (as I will when I stop counting as a young character) do we gain Wound Points retroactively?

For example, at level 4 I will have 29 wound points. If I lose the "young" template and my Constitution becomes 14, would my wound point total then increase to 36?

Yes you gain wound points retroactively for all constitution increases.

@ALL - I'll be making a post tomorrow to update the game.


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

DM Rostam, wanted to let you know that my posting will be spotty this week until Friday due to a work project. Please autopilot as needed. Thanks!


Being a bit sick, preparing for a trip, and going to see The Last Jedi messed up my schedule quite a bit.

Given that I will be away from Friday to next week Thursday I am going to make one more post tomorrow then leave it for a week over Christmas.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

Sounds fair. Thanks for the update.

Did you enjoy the Last Jedi?


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

Sounds like a plan. End of the year can be a b%^ch for these games.


I'm sorry guys, I won't be able to make a good post today. Having a head cold for about 10 days now is kicking the s@%# out of me and everytime I think its getting better (like yesterday when I optimistically said I'd post today) it comes back with a vengeance.

Anyhow, keep planning amongst yourselves. Any NPCs not given to a specific task will try to find food for themselves on their own on a travelling day or either try to find food or make a shelter on their own on a day without travel (50% chance of each).

Now, most importantly, everyone have a happy holiday season. I'll be back in about a week.


There's something for you guys to chew on until after new years. I'll be making a new post on January 2/3 depending on how quickly I get into the new year.

You eight will need to pick a destination though. Or at least a direction of travel.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

Not sure if I'll have time later so, Happy New Year!


I hope everyone had a good Christmas and New Year.

I will update the game this Sunday/Monday with you guys setting out to scout. It will be based on the majority decision on where to go or if no one suggests anything I'll randomly choose. So please post your opinion.

And to make sure no one gets lost due to the holidays I'm giving everyone until January 12 to post in case some peoples vacation goes till this weekend.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

If anyone is interested I have at least one slot open in a Jade Regent game I am GMing. I am not doing open recruitment.

One person is out for the foreseeable future due to real life issues and it was only a four person group.

I set the game up for two real life friends of mine who are getting back into gaming and I want to keep it going.

Currently I have a cleric and sorcerer that are my real life people and a hunter coming in from another game. The absent player is a monk and I am not sure if the samurai is continuing as he is friends with the monk irl. All that said a front line person would be best.

Discussion thread is linked HERE and it contains character creation rules. This would be a level two start. Send me a message if intrested.


While interested I will have to decline. I'm already too fatigued from the current games I am in.

On another note, I am going to wait until tomorrow to move combat forward. On Monday both the 7 day activity period and 1 combat round a day will fully kick in again.

@Ian, I moved your icon, and Olivia's so she is beside you, back 30'. In the future could you either move your icon or ask for it to be moved.

If there is confusion over the map, please use the Abandoned Farmstead link at the top of the page to find the current map.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

Where in the adventure are you/what kind of intro would we have?

Ok, I'll remember that, sorry.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

We just got to Brinwall's Keep so pretty early on. At the moment I think I found my last person but if that changes I will let you know.

Side Note: I hate swarms.


Male Human Cleric 4| VP 0/18 W14/36 Threshold 14| AC 17/10/17| CMB +5| CMD 15| F +6| R +1| W +8| Init +0 Per +8|
Spells and Abilities:
Remaining: channel energy 3/5. Bit of luck 5/6. Battle Rage 6/6. Lvl 1 spells 2/5 Lvl 2 spells 1/4

Yeah swarms are rough... i have an alchemists fire, but my dex bonus is terrible. I can pass it to someone


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

Hey, I was browsing Archives and I found this. It looks like it's actually from the AP.

Can we use this, GM?

Fellow players - any of you interested? It has the "aligned class" feature that the Evangelist has, which means you keep almost all your class features...


Yes you can use the Chernasardo Warden prestige class. I haven't read the 116 installment cover to cover yet so I hadn't realized it was in there.

The main problem is defeating an enemy that is of a CR 5 levels higher than your player level in front of a Chernasardo ranger. But thats the interesting part!

I will also accept great services rendered as well, but they would have to be pretty impressive. I'm ball parking around CR10-15 worth of experience impressive over a period of time instead of killing a single great monster once as an alternative.


I'm going to give it another day before moving on. Trying to make sure you don't feel rushed while also keep the game pace up.


I added the rules for Food, Shelter, NPC Actions, Respect, and Leading Teams to the Campaign tab.

The Leading Teams rules limits the number of people a NPC can lead to 1/2 charisma +1 per 5 respect and limits the number of people a PC can lead to charisma +1 per 5 respect.

It also states that any person can both lead a team and be apart of another team if the team they are apart of is made up of only other team leaders. This basically lets a hierarchy form.

I'll rework the teams to accommodate the rule changes for the next day, but the out come of the current day will remain the same.


I am unfortunately busy today. I will either post later tonight or tomorrow.

To me, it looks like you guys are voting to stay in place for at least a day, which is what I will go with unless people voice different opinions.

Also, Sander hasn't posted since the 9th. Since I started counting days again on the 12th today is his last day to post before he becomes inactive. I will give him until I post tomorrow to see if he is still active.


Sander PM'd me and withdrew from the campaign do to time constraints. I'll be looking through the old submissions to see who to invite in next as Sander was one of the new to PbP spots and I would like to keep those filled.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

Do we really need to maintain at 8 players?


Part of my goal for the game is to keep the players as 1/3 new to PbP until level 3 begins. Unfortunately, Sander was one of the new to PbP submissions so I am going to fill the spot.

If it were not a new to PbP slot I would have left it to a vote by all of you.

Since the topic is being brought up, I plan on keeping the party at at least 6 people until level 5 with no reserved slots for new players after level 3 begins. After level 5 if anyone leaves I'll leave it up to a player vote on recruiting a new party member.

If anyone objects, has questions/concerns etc. about the above let me know and we can talk about it.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

OK, it's good to know that you have a specific plan, that assuages my fears.


Sorry for forcing the game forward a bit. Feel free to make any comments that you want prior to leaving.

I will note that I normally would've waited until you guys decided to head out yourselves, but I have a soon to be evident reason why I didn't want to wait.

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