Mended Wall's PBP for beginners (Inactive)

Game Master Hoary and Wizened

BATTLE GRID

Current Initative = Illiam, Kairon, Bombardier, Chillel, Dolok, Goruck, Merlokrep


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Ok, After MUCH trial and error I think I finally have the tag line fixed! (I really hope so!)

Also my character sheet is fully updated & re-posting here:
Dolok

Now ... to work on my backstory!

Oh, and how do I go about getting an avatar image? - Never
mind! I got it! :)


I thought I'd post a link to the Darkmoon Vale entry on the Pathfinder wiki. It isn't super detailed but it might help some people with their character or background choices. Again, if there's something you really want/need to know about the area, let me know, as I have the actual supplement, Guide to Darkmoon Vale.


Stormstrider wrote:

Ok, After MUCH trial and error I think I finally have the tag line fixed! (I really hope so!)

Also my character sheet is fully updated & re-posting here:
Dolok

Now ... to work on my backstory!

Oh, and how do I go about getting an avatar image? - Never
mind! I got it! :)

Looks great. I would hate for you to have gone through all that work on your main account page, though... Didn't you want to create an alias and actually name it "Dolok?"

Edit: If not, I think you can change the username on your primary account and create another alias and name that one Stormstrider... For messageboard use purposes.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.

My backstory takes place in a largish city that has a criminal organization and probably a sea port. My character had to leave this city (probably stowing away on a ship) and can't go back because he cheated someone high-up in the organization. I'm not familiar enough with the setting to figure out a city that would fit this story, but there must be several. Can you suggest one?


Illiam Taal wrote:
My backstory takes place in a largish city that has a criminal organization and probably a sea port. My character had to leave this city (probably stowing away on a ship) and can't go back because he cheated someone high-up in the organization. I'm not familiar enough with the setting to figure out a city that would fit this story, but there must be several. Can you suggest one?

Absolutely. Perfect city that fits that description is Augustana. Hailing from Augustana would give Illiam a perfect reason to head to Falcon's Hollow, major expeditions for darkwood lumber go back and forth on a major north-south road there all the time. That wouldn't be stowing away though... :) Unless he stowed away in a wagon.

Only other suggestion would be the capital of Andoran, Almas. Almas is a bit further away, but still a port town, and there is traffic that heads up and down the Andoshen river that Illiam could have actually stowed away on. :)


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

If there's still room, I've got a Samurai I'd like to throw in the mix.

Array one:
Stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14
Stat: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Stat: 2d6 + 6 ⇒ (2, 4) + 6 = 12
Stat: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18
Stat: 2d6 + 6 ⇒ (6, 2) + 6 = 14

Array two:
Stat: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Stat: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat: 2d6 + 6 ⇒ (1, 1) + 6 = 8
Stat: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Stat: 2d6 + 6 ⇒ (6, 6) + 6 = 18

Array three:
Stat: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Stat: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Stat: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Stat: 2d6 + 6 ⇒ (3, 1) + 6 = 10
Stat: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Stat: 2d6 + 6 ⇒ (3, 6) + 6 = 15

Sweet mother of the dice, that first stat block!


Anybody got a fix on a religious colony associated with Sarenrae somewhere in Nirmathas or Andoran?


Great balls on fire! That first array!!! I mean, I've only ever dreamed about arrays like that. An 18, a 17, and nothing less than a 12? Looks like our Samurai is going to be familiarizing his enemies with his code of honor, and by code of honor I mean the sharp part of his Katana!

Nice! Well there's our martial.


Syrus Terrigan wrote:
Anybody got a fix on a religious colony associated with Sarenrae somewhere in Nirmathas or Andoran?

Syrus, I don't have my books here. It might look a little funny if I was looking through Pathfinder books at work... :P

I'll do some research on this question this weekend, and post whatever I find. Since characters aren't due until next week Friday, we've got some time. Something is tickling my brain about Saranrae having some followers in that vicinity. I'll let you know what I come up with.


Cleric starting gp -- 4d6 ⇒ (5, 6, 5, 1) = 17

So 170 to start.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

This is just a prelude to a finished character. Just wanted to check to see that I ran the tagline the right way.

And, "Huzzah!"


Syrus Terrigan wrote:

Cleric starting gp -- 4d6

So 170 to start.

And now a healer. :) Unless you were going to take an archetype that gets rid of channeling?

Syrus, one of Sarenrae's major hubs of worship is Absalom which is just south of Andoran's capital city of Almas. Clearly there would be spread of the Dawnflower's faithful into the southern reaches of Andoran. I'd guess there's even a temple to Sarenrae in Almas, and since I'm the GM it appears as though that is now the truth for this campaign. Ah the power of the GM paintbrush. :)

I'm still going to research this over the weekend, because I can, and I like looking through my books. :) But if you wanted to get going on writing a backstory and that is a key element, go ahead and assume a thriving temple to Sarenrae in Almas. That temple would be receiving a regular influx of faithful servants from Absalom working to spread the faith. Might be that the church is sending an envoy to Falcon's Hollow, because they heard of some trouble occurring there. Might be they sent a cleric and purchased the bodyguard duties of a Samurai. Might be that a certain halfling wizard heard about their boat going up the Andoshen and found a hiding spot in the cargo hold.

Stories...


Also, just wanted to say, with four blasters, a cleric, and two ridiculously statted up martials, I'm going to have to be making some adjustments to the module in order to make sure it is actually challenging for you all. Don't worry, I'm an expert at making things way too hard, way too quickly. Mwa ha ha ha ha ha ha ha ha ha!

I'm just kidding.

Or am I...


Maybe your only half-kidding? hehehe ;)

By the way just thought I'd let you know I posted my backstory on my profile page. I wrote the story completely on my own & then looked at the background generator you posted. I think I covered most of the points on my own! So hopefully that's a good sign I'll do well in writing my posts? (assuming I'm chosen to participate that is!)

I'll try to figure out the whole new alias thing and so forth in the near future. But for now at least it's there.

I'm really starting to get excited about this party that's shaping up! :)
Edit: I realized I was missing a drawback so that's added to my character sheet as well!


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Ok, here's the new Dolok (also known as Stormstrider). I think I finally got this all figured out? I hope?


Ok Dugle's Backround is done.

Grand Lodge

Dolok/Stormstrider on your backround it says Deity none unless theirs one with fire invovled well Sarenrae would work or Torag.


Hey guys! Sorry I am late to the show, new job and the hours kick my ass.

If you still have room Mended, I'd love to play whatever will fit the group best. If you're good, I wish you guys the best of gaming! Let me know at your earliest convenience.

First Array
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (5, 3) + 6 = 14
2d6 + 6 ⇒ (4, 5) + 6 = 15
2d6 + 6 ⇒ (5, 2) + 6 = 13
2d6 + 6 ⇒ (3, 2) + 6 = 11
2d6 + 6 ⇒ (2, 2) + 6 = 10

Second Array
2d6 + 6 ⇒ (3, 5) + 6 = 14
2d6 + 6 ⇒ (6, 5) + 6 = 17
2d6 + 6 ⇒ (6, 2) + 6 = 14
2d6 + 6 ⇒ (3, 4) + 6 = 13
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (5, 1) + 6 = 12

Third Array
2d6 + 6 ⇒ (3, 3) + 6 = 12
2d6 + 6 ⇒ (2, 3) + 6 = 11
2d6 + 6 ⇒ (3, 1) + 6 = 10
2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (6, 1) + 6 = 13
2d6 + 6 ⇒ (1, 6) + 6 = 13

I will definitely be using that second array. Mmmm, that sexy array.


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

Wealth: 5d6 ⇒ (3, 2, 4, 5, 5) = 19 19x10=190

Looks like time to buy the tools of the the trade!

Also, would you be willing to consider the Shogun archetype for the samurai? I would prefer to not have to deal with a mount, and feel this fits the image of the stone faced Goruck.

link:
http://www.d20pfsrd.com/classes/alternate-classes/samurai/archetypes/rite-p ublishing---samurai-archetypes/shogun-samurai-archetype


Wealth: 5d6 ⇒ (3, 2, 6, 1, 6) = 18

I'm thinking human paladin with the dual talent alternate race feature to get two +2s on stats. I'd forgo the bonus feat but... meh

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:

Also, just wanted to say, with four blasters, a cleric, and two ridiculously statted up martials, I'm going to have to be making some adjustments to the module in order to make sure it is actually challenging for you all. Don't worry, I'm an expert at making things way too hard, way too quickly. Mwa ha ha ha ha ha ha ha ha ha!

I'm just kidding.

Or am I...

I'm not a blaster by any stretch of the imagination. I don't have any direct-damage spells.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
WarforgedMan wrote:

Hey guys! Sorry I am late to the show, new job and the hours kick my ass.

If you still have room Mended, I'd love to play whatever will fit the group best. If you're good, I wish you guys the best of gaming! Let me know at your earliest convenience.

A rogue or bard would help. Or maybe a ranger or druid... anything but another arcane spellcaster, really.

If you go rogue, my character will probably have more overlap with you than with the other arcane casters. No sneak attack or trapfinding, but bluff, sleight of hand and stealth are among my top skills.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
MendedWall12 wrote:
...Might be that a certain halfling wizard heard about their boat going up the Andoshen and found a hiding spot in the cargo hold.

Sounds good to me. I'll add that, not knowing anything about sea travel, Illiam intended to stow away on a ship that was heading out to some distant port, rather than one that was headed up-river, and chose the wrong boat.


Illiam, when I said, "blasters" I hadn't looked at anybody's spells. I guess when I say "blaster" I mean somebody that is doing their thing from afar, not wading into combat. I see you took some great interruption, debuff spells: sleep, grease. Those spells can come in terribly handy in a lot of circumstances! :)

@Warforged: Of course you are welcome to join the fun. However, with the new influx of talent, I'm leaning very strongly towards two separate groups. We could split things up pretty evenly with two arcane casters per group, and still have two very viable groups, at least from what I've seen so far. I don't know if that potential split of the group will make you change your ideas for using that oh so sexy array. ;) Regardless, create away. I'll make my final judgment about running two small groups, or one HUGE group (which will require a LOT of adjustment to the published material) after all the characters are finalized.

@Goruck/Hawksw0rd: Totally dig the Shogun archetype from Rite Publishing. I tend to like Rite's stuff. I use their 101 New Skills book at every game. Shogun away!!! :)

LOVE all the tasty background choices people are making. So many narrative hooks in so many different places. Keep it up people! I'm having tons of fun already and we haven't even started "playing" yet. :)


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
MendedWall12 wrote:

If you have a Google account you can just upload the PDF to your Google Drive, turn the sharing to "anyone with the link can view," and copy paste the shareable link right into Chillel's profile. :) That's how I do it.

Also... Much respect to you for your years of gaming. You'll have to give me some private message feedback throughout the game, to let me know if I'm doing a good job. :)

Details of my character in full can be found at https://drive.google.com/file/d/0BwiDhNtNLkpicHJ0MXdaZElaZmc/view?usp=shari ng

The link is also in my aliases Chillel space.

On my roleplaying, after all these years I have seen and done it all. I just can't remember it all.


Chillel wrote:
MendedWall12 wrote:

If you have a Google account you can just upload the PDF to your Google Drive, turn the sharing to "anyone with the link can view," and copy paste the shareable link right into Chillel's profile. :) That's how I do it.

Also... Much respect to you for your years of gaming. You'll have to give me some private message feedback throughout the game, to let me know if I'm doing a good job. :)

Details of my character in full can be found at Linkified for you.

The link is also in my aliases Chillel space.

On my roleplaying, after all these years I have seen and done it all. I just can't remember it all.


Thanks for linkifying that Yirangle. Are you still thinking Paladin?

Chillel, looking at your PDF it looks like Hero Lab is telling you that you still have a language to learn? Right now you have common and undercommon.

That got me thinking about one of my houserules that you guys can take or leave as you will. I don't restrict languages. My imagination of Golarion is that just about every language is capable of being studied in any of the larger cities. If a person had a particular draw to a certain language they could certainly find time to learn it in their adolescent years. So, no restrictions on those bonus languages from high intelligence scores! :)


I was thinking of a hunter, to be honest. I'll have something up tonight :D

Grand Lodge

I look forward to what it will be WarforgedMan.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
MendedWall12 wrote:
Chillel, looking at your PDF it looks like Hero Lab is telling you that you still have a language to learn? Right now you have common and undercommon.

I noticed the Validation report says one more language, but with a + 4 int Shouldn't she get 4 more languages besides common?


Hey Mended, a few questions for you!

First off, are you using the "Background Skills" rules from the Unchained book? Just curious for skill point selection.

Lastly, shall we use the same HP rules for animal companions?

Wealth: 4d6 ⇒ (6, 5, 4, 3) = 18 x 10 = 180gp

Woot woot! 40 more than average. I'm...still going to be really poor :P


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Typed up my whole background story and it got dropped!!!! Argh!!!!


That is the absolute worst. I had that happen once to me so far and it was so very, very saddening. :(


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

That is horrible. I had the same thing happen with my tag lines.


Dolok Pickering wrote:
MendedWall12 wrote:
Chillel, looking at your PDF it looks like Hero Lab is telling you that you still have a language to learn? Right now you have common and undercommon.
I noticed the Validation report says one more language, but with a + 4 int Shouldn't she get 4 more languages besides common?

Yep, yep, yep! You're right it says, "one or more languages." So yes, Chillel should be able to pick 4 languages in addition to the racial languages she was granted.

@Warforged: At this time I don't want to mess with any of the unchained rules. I'm just not familiar enough with them. I've heard the background skills have a lot of merit, and I'll definitely be reading up on them in the future, but for right now, let's leave that system out. Thanks!

I'm stoked about this group of players and characters. I didn't really think I'd get this kind of turn out for a totally newbs campaign. Still have to deliberate about whether to go two separate campaigns, or one massive, dangerous, deadly one. :)

Edit: @Warforged: You just made me realize that I never even talked about HP rules. The way we do it at my table is you automagically get the maximum at every level. I hate rolling HP because when a one comes up it is so disappointing. We never really discussed that, but from what I can see everybody took full HP at first level anyway. :) So, yes, animal companions same story, full HP. Just one caveat to that, what's good for the goose is good for the gander. All monsters will have their maximum HD worth of HP. ;)


Here is my character I'd like to offer to the group, Baradim the Hunter.

Baradim
Male Half-Orc Hunter
NG Medium humanoid (human)
Init: +4 Senses: Darkvision 60ft, Perception
--------------------
Defense
AC 18 touch 12 flat-footed 16
HP 10Fort+4 Ref+4 Will +2
--------------------
Offense
. . gauntlets +3 (1d3 + 3)
. . guisarme +3 (2d4 + 4)
. . sling +2 (1d4 + 3)
Speed 30 ft. (20 ft. in armor)
--------------------
Statistics
--------------------
Str 17 Dex 14 Con 15 Int 12 Wis 14 Cha 12
Base Atk +0 CMB +3 CMD 15
Feats Dirty Fighting
Skills Climb +2 (1), Perception +6 (1), Stealth +2 (1), Survival +6 (1), Swim (1), Handle Animal +5 (1), Kn: Nature +5 (1), Sense Motive +6 (1), Kn: Geography +5 (1)
Languages Common, Orc, Goblin
SQ Reactionary (+2 trait bonus to initiative), Bastard (+1 Sense Motive, Always Class Skill), Vain (failed Charisma Check = -2 for all Charisma checks for 24hrs)
Combat Gear: Chainmail (+6AC, Max Dex +2, -5 ACP), Guisarme, Dagger, Sling, 20 sling bullets
Other Gear: Hunter’s Kit (Backpack, Bedroll, Belt Pouch, Flint & Steel, Iron Pot, Mess Kit, Rope, Torches (10), Trail Rations (5), Waterskin, Silent Whistle, Harness (+2 H.A. with animal wearing it), 6gp, 7sp, 20cp
--------------------
Special Abilities

Human-Raised: Gain human’s “Skilled” trait (replaces Orc Ferocity & Weapon Familiarity)

Skilled: Gain an additional skill rank every level
.
Scavenger: +2 racial bonus on Appraise checks & Perception checks to find hidden objects, determine whether food is spoiled, or identify a potion by taste (replaces Intimidating)

Animal Companion:
At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of thenature bond class feature). The hunter's effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion's statistics and abilities. A hunter may teach her companion hunter's tricks from the skirmisher ranger archetype instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.
If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter's animal companion is dead, any animalshe summons with a summon nature's ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than onesummon nature's ally spell active in this way at one time. If this ability is used again, any existing summon nature's ally immediately ends.

Animal Focus:
At 1st level, a hunter can take on the aspect of an animal as a swift action. She must select one type of animal to emulate, gaining a bonus or special ability based on the type of animal emulated and her hunter level. The hunter can use this ability for a number of minutes per day equal to her level. This duration does not need to be consecutive, but must be spent in 1-minute increments. The hunter can emulate only one animal at a time.
The hunter can also apply one of these aspects to her animal companion. Unlike with the hunter herself, there is no duration on the animal aspectapplied to her animal companion. An aspect applied in this way does not count against the hunter's minutes of duration per day—it remains in effect until the hunter changes it. The companion's aspect can be the same aspect the ranger has taken on or a different one. The hunter can select or change the animal foci on both herself and her animal companion as part of the same swift action.
If the hunter's animal companion is dead, the hunter can apply her companion's animal focus to herself instead of her animal companion. This is in addition to the normal one she can choose, and (as with a companion's focus) remains in effect until the hunter changes it instead of counting against her minutes per day.
Bat: The creature gains darkvision to a range of 60 feet. At 8th level, the range increases by 30 feet. At 15th level, the creature also gainsblindsense to a range of 10 feet.
Bear: The creature gains a +2 enhancement bonus to Constitution. This bonus increases to +4 at 8th level and +6 at 15th level.
Bull: The creature gains a +2 enhancement bonus to Strength. This bonus increases to +4 at 8th level and +6 at 15th level.
Falcon: The creature gains a +4 competence bonus on Perception checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Frog: The creature gains a +4 competence bonus on Swim checks and on Acrobatics checks to jump. These bonuses increase to +6 at 8th level and +8 at 15th level.
Monkey: The creature gains a +4 competence bonus on Climb checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Mouse: The creature gains evasion, as the rogue class feature. At 12th level, this increases to improved evasion, as the rogue advanced talent.
Owl: The creature gains a +4 competence bonus on Stealth checks. This bonus increases to +6 at 8th level and +8 at 15th level.
Snake: The creature gains a +2 bonus on attack rolls when making attacks of opportunity and a +2 dodge bonus to AC against attacks of opportunity. These bonuses increase to +4 at 8th level and +6 at 15th level.
Stag: The creature gains a 5-foot enhancement bonus to its base land speed. This bonus increases to 10 feet at 8th level and 20 feet at 15th level.
Tiger: The creature gains a +2 enhancement bonus to Dexterity. This bonus increases to +4 at 8th level and +6 at 15th level.
Wolf: The creature gains the scent ability with a range of 10 feet. The range of this sense increases to 20 feet at 8th level and 30 feet at 15th level. The range doubles if the opponent is upwind, and is halved if the opponent is downwind.

Nature Training: Hunter Level = Druid & Ranger Level

Wild Empathy:
A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person. The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.

--------------------
Spellcasting
--------------------
Hunters Spells Known (CL 1; concentration +3)
0 – Know Direction, Light, Enhanced Diplomacy, Detect Magic
1 – Magic Fang, Longstrider, Summon Nature’s Ally
Hunter Spell Slots
1st – 2
Spell Per Day
1st – 1

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Animal Companion
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Kanga (Large Cat)
Animal Companion 1
N Medium Animal
Init +3; Senses low-light vision, scent; Perception +6
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Defense
AC 14, TA 13, FF 11 (+3 Dex, +1 natural, +0 size)
HP 20
Fort +3, Ref +5, Will +2
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Offense
Speed 40 ft.
Melee. . Bite +2 (1d6+1)
. .2 Claws +2 (1d4+1)
Special Attacks Rake (1d4), Skirmisher Tricks Per Day 1/2HD + WIS (3/3)
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Statistics
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Str 13, Dex 17, Con 13, Int 2, Wis 15, Cha 10
Base Atk +1; [/b]CMB[/b] +2; [/b]CMD[/b]17 (21 vs. trip)
Feats Toughness
Skills Stealth +7 (1), Perception +6 (1)
SQ low-light vision, scent, link, share spells, tricks (attack, defend, sneak, watch, flank, aid, surprise shift (skirmisher trick)
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Background Stuff
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History:
Baradim was born the son of a whore named Nosruu within Falcon’s Hollow, a whore married to the lumberjack who killed the orc who had slept with his mother. A bastard, Baradim was often left alone while his father and mother worked. Bullied, ostracized, the young half-orc spent his time out on the outskirts of the town. His time with his mother was rare but pleasant, his time with his father was cold but educational. His father, Krieg, was a former Cheliaxian soldier who retired out of that country. He taught his son how to fight, to wield a variety of weapons. Much of his time was spent practicing on his own and exploring the parts of the woods that weren’t too dark. He kept his eyes peeled though, respecting the danger of the forest.
Things became strained between Baradim and his father when his mother died, murdered outside near the town’s edge. His father became reclusive and insular. This drift between the two of them led towards a fight between the two of that has left a rent between them since. Baradim spent more time in the forest, learning from the trackers and hunters who dared the forests. At the age of ten, he was assisting them out in the forest.
It was during a trek through the forest that he gained the interest of a passing druid, a human woman named Isha Woodheart. She saw the talent within the young boy and with the silent approval of his father, took Baradim under her wing. His skills were too martially skilled to ignore, so she taught him to old secrets to the hunters. He was taught the ways of the Green Faith, to gain the allegiance of nature and the power it wielded so ferociously. He learned how to commune with animals, to call a solitary beast much like himself. A cougar emerged from the forest, joining Baradim as his loyal companion named Kagan.
It was not long till Baradim finish his training underneath Isha, who released her from her teaching so he could learn from the forests on his own. She left into the Darkmoon Wood, on a journey of some importance but never returned. Baradim since then practiced his skills, acting as a hunter and butcher for the town with fresh hunted animals all while practicing his skills and living in a little hut outside ofthe town’s outskirts.
Baradim has not yet went off into the Wood but has built his courage to try and delve into the haunted depths filled with fey and other terrible beasts. He simply awaits an opportunity to strike out and prove his skill, his ability, and himself.

Appearance:
At twenty-one years old, Baradim stands about six feet tall and weighs around two-hundred and fifty pounds. His skin has only the slightest green tinge to it and his eyes are a burned yellow. He wears a suit of chainmail, covering his body and providing him the protection he needs on the hunt. Usually he is wielding his father’s old guisarme, the man long since retiring his weapons and giving them to his son after his training. He also has a dagger strapped to his side and a sling with a bullet pouch settled onto his side.
Baradim has a well-defined, muscular form. He is not just all muscular tone though, his above-average endurance matching his above-average agility. There is a cunning and intelligent look in the half-orc’s eyes. His tusks are visible above his lips, his half-orc heritage easily on display. His dark brown hair is kept swept back, cut to shoulder length. He keeps his facial hair relatively trimmed, albeit usually with a few days’ worth of stubble upon him. He is not ugly nor is he particularly handsome, instead having a silent presence that can be felt but doesn’t steal the attention of the room.

Kagan is a large cougar, with a dark hide that had descended from Draskar’s Crag. The animal is a few inches shy of three feet tall at the shoulders and eight feet long. He weighs just shy of 165lbs and moves with the grace of an alpha predator. When on the hunt, he is focused, precise, and deadly. No movement is ever wasted if possible. That fierce demeanor disappears though when it becomes playful like a kitten that plays with whomever and is prone to tackling Baradim while also being quite affectionate with others after it gets to know them a bit.


Personality:
Baradim isn’t a loner so much that he is okay being alone. He doesn’t need to talk to others while he has the forests to explore and Kagan’s company to enjoy. He is slightly shy and off-putting in conversation, having poor experiences interacting with others. He tries to have a cool and calm demeanor but truthfully gets upset every time someone bullies him or talks poorly of him. He prefers to prove them wrong whenever he can, using his skills as best he can.

Baradim doesn’t speak too much but when he does, he speaks well enough. He has an observant nature, preferring to watch others and judge them on their actions rather than their words. He is not unfriendly though, not intentionally anyways. He smiles and greets quietly and politely, though the smiles only last the times he plays with his animal companion. In combat, he is fierce and methodical in a fight, the silent fury of a blizzard compared to Kanga’s sudden and violent mannerisms.

He loves animals of any kind though, preferring them to people more often than not. He is more relaxed and natural out in the woods rather than the confined nature of civilization. He enjoys telling tales to others of the forest and teaching travelers new things. He also savors the thrill and excitement of the hunt, let it be true hunting or combat itself.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

Ooooohhhh! Enhanced Diplomacy?! Yeah! Give me a total of +10 diplomacy @ 1st lev! - So far It still looks like I'm the face of the party with my 18 Cha & + 8 to Diplomacy. Languages may be an issue since all I've got are Common & Ignan though.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:
So far It still looks like I'm the face of the party with my 18 Cha & + 8 to Diplomacy. Languages may be an issue since all I've got are Common & Ignan though.

My character's not terribly diplomatic, but he can bluff with a +8 in 6 different languages.


Male NG Human Sarenite Cleric 3 | HP 25/27 | Initiative +6 | Perception +9, SM +2 (+0) | AC 16 {17} (12 t, 14 {15} ff) | CMB +5, CMD 17 | F +5, R +3, W +5 | Speed 30' | Longspear +7 (1d8+4); Scimitar +6 (1d6+3); Morningstar +5 (1d8+3) | Surgery 3/5 | Good 5/5 | Channel 4/4 (2d6, DC 12) | Spells: 1 - 2d/3d, 2 - 2d/2d | Satchel 8/10 | Active Conditions: -- | Active Buffs: -- | character sheet

Well, more done than I was . . . . Got some corrections to make, I'm sure.

Grand Lodge

Seems like Baradim and Goruck of the Stone are our Warriors.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet

If my memory serves me correctly then, it looks like we have two warriors, 1 healer, 1 buffs caster & 3 blaster casters? Sounds good to me!

Edit: Though we probably could use a "trap" specialist rogue ... .


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
MendedWall12 wrote:
I'm stoked about this group of players and characters. I didn't really think I'd get this kind of turn out for a totally newbs campaign. Still have to deliberate about whether to go two separate campaigns, or one massive, dangerous, deadly one. :)

I realize that I'm a newb at this, but if I may throw in my opinion here. I've been reading up on several pbp sites & a very common issue seems to be players dropping out after a short time, so taking that into consideration I would tend to go with one big group so that if we then lose some players we can still go on. Just my thoughts though.


Male Human TN Sorcerer (Efreeti blooded) Lev. 3 | Init: + 3 | Perc: + 2, SM: + 0 | DEFENSE | AC 15, touch 11, flatfooted 14, (+1 armor, +1 Dex, ) | HP: 27/27 (1d6 + 2 + 1 FC) | F: +3, R: +2, W: +3 | OFFENSE Speed 30ft | Melee Quarterstaff +1 (1d6+0/X2) or dagger +1 | 2 if thrown, (1d4+0/19-20) Ranged Light Crossbow +2 (1d8+0/19-20) Fire Ray +2 (1d6+1/2lev) | Fire Rays 7/7 | Spells: 1st 4/6 | Active conditions: Mage Armor. Character sheet
Illiam Taal wrote:
Dolok Pickering wrote:
So far It still looks like I'm the face of the party with my 18 Cha & + 8 to Diplomacy. Languages may be an issue since all I've got are Common & Ignan though.
My character's not terribly diplomatic, but he can bluff with a +8 in 6 different languages.

And it looks like the 3 Ft halfling & the 6 ft, 2 inches human may be working together to do some of the "negotiations" for the party ... I see a funny scene here!


Male NG Half Orc Samurai (Shogun) 1/Kineticist 2 Half Orc | HP: 23/35 Nonlethal:| AC: 21/26 with shield (11 Tch, 20 Fl) | CMB: +7, CMD: 18 | F: +9, R: +6, W: +3 | Init: +3 | Perc: +2, SM: +8 | Speed 30ft (20 in armor | Challenges: 0/1 | Resolve: 4/4 | Burn: 6/6 | DR-Adamantine: 1 | Active conditions: None.

I agree with Dolok on the large party idea.

"I told you, people look up to me!"

"How can they? You come to their knees!"

Meanwhile the party looks on at the two diplomancers, and shakes their heads.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.
WarforgedMan wrote:
I was thinking of a hunter, to be honest. I'll have something up tonight :D

Hunter, Paladin, Fighter, Samurai, anything capable of being in the front line so my sqishy unarmoured self does not have to be, I will gladly embrace and call brother.

Then freeze solid, put to sleep, hex to total ineffectiveness the creature with the temerity to attack us.


Baradim will be a decent fighter, it is Kanga that is the heavy hitter truthfully.


Female CN Human [Andoran] Winter Witch | HP: 24/24 | AC: 15 (15 Tch, 14 Fl) | CMB: 0, CMD: 11/10 |FL F: +2, R: +2, W: +3 | Init: +7 | Perc: +2, SM: +0 | Speed 30ft | Hexes Slumber - DC:15, Misfortune DC 15 | Spells: lvl0- 4 1st 3 2nd 2| Active conditions: None.

Does anyone know how cold the mountains to the north of Falcon's Hollow are and if there are any humans there? I am looking for a suitable location for my background.


I, too, second the idea of one big group to start. Puts a lot on Mended, but as long as we all take it relaxed, should be workable.

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Chillel wrote:
Hunter, Paladin, Fighter, Samurai, anything capable of being in the front line so my sqishy unarmoured self does not have to be, I will gladly embrace and call brother.

Hunters can also cast cure spells. Useful at least as a backup healer (in case the cleric goes down, for instance).

The Exchange

Male CN Halfling Wizard (Conjuration: teleportation) 3 | Character sheet | Character Journal | HP: 18/18 | AC: 18 (14 Tch, 15 Fl) | CMB: -2, CMD: 11 | F: +1, R: +4, W: +3 | Init: +3 | Perc: +5, SM: +0 | Speed 20ft | shift 5ft 6/7, adaptable luck 2/3 | Spells: 1st 4/4, 2nd 3/3 | Active conditions: Mage Armor.
Dolok Pickering wrote:

If my memory serves me correctly then, it looks like we have two warriors, 1 healer, 1 buffs caster & 3 blaster casters? Sounds good to me!

Edit: Though we probably could use a "trap" specialist rogue ... .

More debuffs than buffs. Illiam is a "conjurer of cheap tricks".

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