Rotation - Carrion Crown Revisited (Inactive)

Game Master TheInfamousWes

Journey through Ustalav and face all manner of horrors in your quest to stop an ancient evil from resurfacing. However, the greatest threat you face may just come from within...

Link to Google Slides


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Groundhog wrote:
So eh, would it be okay if I ran a cleric for the first book, and came back in with my fighter in the third? Cause right now, the party really needs a cleric.

That's probably a good move. I'm sure no GM would ever want to exploit that sort of hole in the party comp...


OK, so I have drafted a character. Not sure how we are doing characteristics so i have gone with a 20 point buy. Can change things easily enough if necessary.
Also, I have not included hit points yet (do i need to roll them?) and I am not entirely sure what to do about traits as I have never used them before. I assume we get a trait from the carion crown players book. Do we get any others?

Dimitri Pavlenco

CN Medium Human Wizard(Conjuror, opposition: enchantment and necromancy) L1

Init +6, Senses Perception +1 (+4 in bright light)
Languages: Common, Draconic, Varisian, Thassilonian, Sylvan, Elven

AC 12, Touch 12, Flat-footed 10
(+2 Dex)
Hp ## (1HD) (+3, toughness)
Fort +2 Ref +2 Will +2

Speed 30ft
Melee: Dagger (1d4-2/19-20)
Ranged: Dagger (thrown) +2 (1d4-2/19-20)

Special: Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Acid Dart: (8/day) 30ft. Touch attack +2 (1d6 dam)
Base Atk +0; CMB -2; CMD +10

Spells Prepared (CL1st)
L1 (3+1); Mage Armour (+4AC), Summon Monster I, Enlarge Person, Summon Monster I
L0 (3+1); Detect Magic, acid splash (touch 25ft +2, d3dam), Mage Hand, Read Magic,

Abilities Str 7 (-2), Dex 14 (+2), Con 14 (+2), Int 20 (+5), Wis 11 (+0), Cha 7 (-2)
Traits
Feats; Scribe Scroll, Hawk Familiar (+3 per), Improved Initiative (+4 initiative), Toughness (+3HP, +1/L)
Skills; Perception 1, Spellcraft 9, Craft 9, Knowledge (arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 9, Knowledge (Dungeoneering) 9, Knowledge (nobility) 9
Possessions; Dagger, Colourful Clothes, Satchel [Spellbook, Bedroll, Writing Equipment], Spell Component Pouch,

Spellbook;
L0:all core
L1: Mage Armour, Summon Monster I, Grease, Enlarge Person, Colour Spray


I'm basing this off my experience and assuming that we're going off standard 20-point buy. Campaign traits will need to be coordinated, but should be fine; you can select two traits with no drawbacks, or three if you also select a drawback. Hit points will likely need to be decided upon by the group as a whole - I'm not sure if we want max HP, average HP per level, or rolling (I would much rather go with average or max than rolled HP, considering how fickle RNG can be).


I am in agreement there. Personally I think I would prefer max at level 1 and then average, but I am ok with whatever is decided.


I have a cleric that is still interested in playing.

Liberty's Edge

I agree on 20 points, two traits one from the campaign list. Do we use core races only?

Edit: I like to do health like this in my groups max at first level and each level players either choose to take half or roll, and they can't roll and choose half after if it's bad.


Cedric Rydell wrote:
I have a cleric that is still interested in playing.

@Groundhog There's your cleric if you'd rather stick with your fighter early on.

That would, of course, bring the player count up to 7. How does everyone feel about the party size going beyond 6?

Jesper Roland Sørensen wrote:
I agree on 20 points, two traits one from the campaign list. Do we use core races only?

I'm personally okay with running races beyond core, though it seems like most of the players have their hearts set on playing humans of one variety or another.

Jesper Roland Sørensen wrote:
I like to do health like this in my groups max at first level and each level players either choose to take half or roll, and they can't roll and choose half after if it's bad.

Max at first and half afterward would probably be the easiest to manage. For simplicity's sake, that method has my vote.


I prefer 25pt buys, it lets characters diversify a little, and makes MAD classes a bit better (monk, paladin, certain fighters etcs)

Also, I have always preferred to do health as -max every odd level, half+1 every even level. This gives the frontliners the feel that they are truly able to take a hit, compared to a wizard. (since the 4 hp difference every other levels comes into play after a bit) but thats just my 2 cents.


Honestly I'd rather keep with 6 players, especially as I'll be GMing the group soon, and 7 is an awkward number to GM for.

Another thing to discuss, do we up the difficulty to account for the extra players, (for a six-player party, adding +1 to the CR of each encounter would be appropriate, along with adding in half-again as much treasure.) or do we just decide that splitting the XP and treasure in six instead of four will take care of our being more players than the adventure anticipates?

Also, do we use xp at all, or just level up as the adventure suggests?


My preference would be to level up as the adventure suggests. One less thing to keep track of.
KISS


Warren Wilderwood wrote:
Groundhog wrote:
So eh, would it be okay if I ran a cleric for the first book, and came back in with my fighter in the third? Cause right now, the party really needs a cleric.
That's probably a good move. I'm sure no GM would ever want to exploit that sort of hole in the party comp...

Rather than do a character switcheroo I can just lock in my naturalist Gnome. She's is a life oracle which fills the healing role.


Delmoth wrote:
Rather than do a character switcheroo I can just lock in my naturalist Gnome. She's is a life oracle which fills the healing role.

Perfect! In that case, I think it's best we proceed with the original group of 6 - I definitely agree with Groundhog's point about 7 being an awkward number to GM, and that will keep the encounters more or less in-line with what's presented in the books.

I'm trying to compile a list of finalized details for the campaign so we can get started soon. These are all based on my individual knowledge, so if I'm wrong or something's still up for debate, let me know.

Things We Seem To Agree On
1. Party comprised of Delmoth, Groundhog, Jesper, Shalm, Tamuzi, and Warren
2. GM rotation with GMs putting characters on sidebar for duration of book, but still receiving some loot to compensate
3. Max HP at first level, half + Con mod past 1st level
4. 20-point buy with two traits, one taken from campaign list
5. Paizo rulebooks only; no 3PP content
6. Featured and Uncommon races are fine if you have a good fluff explanation for playing them

Things We Need To Finalize
1. Two traits only vs. three and a drawback
2. Jesper or Warren to GM Book 1
3. Leveling by XP or based on book's level suggestions
4. Giving GM PCs share of loot or falling back on average wealth by level
5. Background skills or no background skills

My votes are for two traits only (taking an easily-subverted drawback for another good trait is one more step on the road to shenanigans), leveling based on the book's suggestions, and reserving a share of the loot gained for the GM PCs since it would be split six ways consistently throughout the campaign.

Background skills are something I've never used, but they sound interesting and add flavor, so I'm in favor of using them. I just won't be brokenhearted if we don't.

Finally, it would seem that my old notes for Book 1 have up and disappeared. I'm still willing to run it, but that puts Jesper and I on equal footing in terms of preparedness, so if Jesper would rather start out as a player, then I'm happy to take the first GM slot to let you guys enjoy the ride for a while.


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Sabrina Sara Sierra Sabelsash (Sabs)

Appearance - Hot pink hair in one half foot dreadlocks, mint skin, and eyes the size of small saucers. Dresses in plaid pants, zigzag shirt, spotted cloak, and plain brown gloves. In the rare moments she takes off her gloves her hands appear to have recently been badly burned.

Background:
Sabs to humans that can't alliterate is a naturalist and veterinarian who specializes in humans and all their many subspecies. Professor Lorrimor happened to be traveling along a road where Sabs had set up a "cleverly" disguised observation post. He was beset by a pack of aggressive humans looking to steal the shiny metals humans tend to collect. Seeing the Professor was grievously wounded from the encounter Sabs tended his wounds with magic. This was when Sabs learned that humans were capable of language.

After the encounter she set about decoding the human tongue. At first it was slow going because initially she theorized that spoken words were merely grunting (largely due to the slow speed it was spoken), and that the actual content was conveyed by signing and changes in skin color. After the early setbacks and much to her surprise the humans had discovered writing and soon set out to decode its characters, after about a month of study she had cracked the code.

After receiving the summons regarding the Professor's Will Sabs became fascinated by the potential of studying human death rituals and set out immediately.

Basic Stats:

Race - Gnome (pyromaniac, gift of tongues)
Classes/Levels - Oracle (Life, Blackened) 1
Gender - Female
Size - Small
Age - 46
Alignment - Chaotic Neutral
Deity - Nethys
Languages - Common (Taldan), Gnome, Sylvan, Skald, Varisian, +1 TbD

Strength 6
Dexterity 12
Constitution 14
Intelligence 14
Wisdom 7
Charisma 20

Combat Basics:
Init +3
Move 15 ft
Perception +0

Defense Crunch:
HP 10 (1d8+2)
AC 19 (+5 armor, +2 shield, +1 dex, +1 size), Touch 12, Flat-Foot 18
Fort +2, Ref +1, Wil +0
CMD 8

Attack Crunch:
Brass Knuckles -5, 1d2-2 (aka 1 non-leathal)
Melee Touch -2
Ranged Touch +1

Skills, Feats, Traits:

Skills
Armor Check Penalty -5
Acrobatics -4
Appraise +2
Bluff +6
Climb -7
Craft +2
Diplomacy +10
Disguise +5
Escape Artist -4
Fly -4
Heal +2
Intimidate +5
Know: Religion +6
Linguistics +3
Perception +0
Perform +5
Prof: Naturalist +4
Ride -4
Sense Motive -2
Spellcraft +6
Stealth +0
Survival -2
Swim -7

Feats
Selective Channeling 1st level – omit up to 6 creatures from channeling

Traits
Chance Savior (Carrion Crown Player's Guide pg 12) - +2 to Init
Volatile Conduit - 1/day add 1d4 to spell that causes acid, cold, electricity, or fire damage.

Gnome Shenanigans:

Low-Light Vision – See twice as far in low light
Pyromaniac (replaces gnome magic and illusion resistance)
1/day Dancing Lights
1/day Flare DC 15
1/dayPrestidigitation DC 15
1/day Produce Flame

Gift of Tongues - +1 racial to Bluff and Diplomacy, gain 1 extra language from each linguistic rank

Class Features:
Curse Blackened - -4 on weapon attack rolls, add Burning Hands to known spells
Revelation 1st – 6/day Channel Will half DC 16

Spells:

1st level spells 5/day
Cure Light Wounds Will Half DC 16
Bless
Burning Hands Ref Half DC 16
Recharge Innate Magic

0-level spells
Create Water
Detect Magic
Light
Read Magic

Inventory:

Kikko Armor, Heavy Wooden Shield, Brass Knuckles, Backpack, Bedroll, Belt Pouch, 10xcandles, Flint and Steel, Mess Kit, Soap, 5xGnome Trail Rations, Traveler's Outfit, Journal, Ink Pen, Ink


I second your votes Warren, although I am not sure what background skills are?
I think I am going to change one or two minor details for Dimitri, based on backgrounds. Will post his final details tomorrow.
I am glad we have a gnome with the party. Gnomes are awesome.


best of luck then all. I understand since I mentioned I wouldn't be able to rotate gm.


@Delmoth - GNOME POWAAAAAAH.

@Tamuzi - Background skills basically set all the Craft, Profession, etc. skills aside in their own category that's separate from other skills. In addition to your character's normal allotment of skill ranks, they also gain 2 additional skill ranks just to put into those background skills. You can read the full rules on background skills here.

@Cedric Rydell - I apologize for not being able to fit you in. It doesn't have to do with your inability to GM, and I hope you'll keep an eye out for my next PbP campaign sometime soon.

Liberty's Edge

@Warren I don't have any preference I was thinking I would like to do book 1 or 4.

My character is a little undecided but I have an idea for an Aasimar living grimoire who while investigator her heritage came into contract with a magic spell book with divine texts in that bound itself to her and explains things about her and her heritage as she expand her knowledge and grow in power. She is in Ravengro saying her final goodbyes to her old mentor and reading in his library if he has learnt anything new regarding her she can add to her book increasing it's power.


@ Jesper - I just found all my old notes for Book 1 floating around, so I've got a reasonable amount of prep work done and can start running as soon as character builds are finished. If it's alright with you, let's plan to have you run Book 4.

Liberty's Edge

That sounds good to me, do you think my Aasimar idea would fit or do you like me to change it?


Your character concept seems like it'll work just fine, and I like the tie-in with books and magical knowledge. It'll be a great lead-in for Book 1.


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Wow this happened fast! I think I'm going to go with a magus (who fights with a rapier, still going with the basic concept I mentioned before). I'll have stats done tonight.

On the things we need to decide on: I love background skills, but other than that I'm good with whatever!


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

Oh, and what about starting gold?


I'm in favor of max starting gold or average wealth by class.

Background skills seem to be pretty well-received, and I think they're a great way to add some crunch to your backstory fluff without changing the game too much.


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May I introduce Baron Sandu Randa, graduate of the University of Lepidstadt (thrice over), son of the noble Baron Horatiu Randa of County Varno, quick of mind, quick of sword, quick of wit . . . at your service.

*bows deeply*


Quick mockup of a statblock here:

Statblock:
Human Fighter
Init +2; Darkvision 60ft. Perception -2
AC 18, T 12, FF 16; CMD 16, FFCMD 14
Hp 13 (1d10)
Fort +4, Ref +2, Will +1 (+1 vs abilities from evil outsiders)
Speed 30ft.
Melee +4
Ranged +3
Str17, Dex14, Con14, Int10, Wis7, Cha15
Feats Iron Will, Power Attack, Skill Focus:Knowledge(Religion)
Traits Teacher's Pet, Purity of Faith
Skills Diplomacy +3, Knowledge(Religion) +9, Perform(Sing) +3, Profession(Acolyte) +2
Special Dimdweller, Shadowhunter

Gear on max wealth: Greatsword & Chainmail plus some extra stuff.
Gear on average wealth: Greatsword & scalemail plus some stuff.


Dimitri Pavlenco is the third son of a local family of minor nobles. From a young age he was fascinated with magic, and caused havok attempting to read the books of visiting wizards and attempting to utilise any magical devices he could get his hands on. Eventually his family relented and pulled strings to have him admitted to the Academy in Cheliax, sure that having a family member versed in foreign sorcery would only increase the families prestige.
In Cheliax, Dimitri took to his studies like a duck to water although his drive to help others and do the morally correct thing regardless of the legal ramifications was a source of constant complication in his host country.
He met Professor Lorrimor during the course of his studies. The professor had become embroiled in a dispute with one of Dimitris college professors, and found himself (entirely coincidentaly) targeted by the Imps that plague Cheliax around the academy. Unable to stand by and do nothing, Dimitri stepped in and saved the professors life at the cost of earning the ire of his professor. Doing so cost him dearly at the academy.Nethertheless his magical aptitude was undeniable and he graduated with honours.
Receiving a summons to return to his homeland for the Lorrimor's funeral was a surprise, however Dimitri reasoned that it was not altogether out of the ordinary considering the lengths he had gone to in saving the professors life.

I have swapped out a few minor details from the draught version as well as added background skills and traits
I will leave finalising his equipment until we agree the starting gold, but I dont mind what method we decide upon for that

Dimitri Pavlenco

CN Medium Human Wizard(Conjuror, opposition: enchantment and necromancy) L1

Init +8, Senses Perception +1 (+4 in bright light)
Languages: Common, Draconic, Varisian, Thassilonian, Sylvan, Elven

AC 12, Touch 12, Flat-footed 10
(+2 Dex)
Hp 8 (1HD)
Fort +2 Ref +2 Will +2

Speed 30ft
Melee: Dagger (1d4-2/19-20)
Ranged: Dagger (thrown) +2 (1d4-2/19-20)

Special: Summoner’s Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1).
Acid Dart: (8/day) 30ft. Touch attack +2 (1d6 dam)
Base Atk +0; CMB -2; CMD +10

Spells Prepared (CL1st)
L1 (3+1); Mage Armour (+4AC), Summon Monster I, Enlarge Person, Summon Monster I
L0 (3+1); Detect Magic, acid splash (touch 25ft +2, d3dam), Mage Hand, Read Magic,

Abilities Str 7 (-2), Dex 14 (+2), Con 14 (+2), Int 20 (+5), Wis 11 (+0), Cha 7 (-2)
Traits; Chance Saviour (+2 Init), Dangerously Curious (+1UMD, class skill)
Feats; Scribe Scroll, Hawk Familiar (+3 per), Improved Initiative (+4 initiative), Spell focus (conjuration, DC+1)
Skills; Perception 1, Spellcraft 9, Craft 9, Knowledge (arcana) 9, Knowledge (Planes) 9, Knowledge (Religion) 9, Knowledge (Dungeoneering) 9, Knowledge (nobility) 9, Use Magic Device +3, Knowledge (History) +9
Possessions; Dagger, Colourful Clothes, Satchel [Spellbook, Bedroll, Writing Equipment], Spell Component Pouch,

Spellbook;
L0:all core
L1: Mage Armour, Summon Monster I, Grease, Enlarge Person, Colour Spray


Gameplay and Discussion threads have been started. Finalize your characters according to the rules in the Campaign Info tab, and then introduce your characters.

Let's get this show on the road!

Liberty's Edge

I will have mine done soon. I'm debating on a good and fitting deity, and I was also wondering if I should have done a ranged character with our group.


Strike that. I dont know how but I have managed to get a page up for the game with a whole load of tabs. Is there anyway I can bookmark it on this site so I dont lose it?

Liberty's Edge

Normally it should be in you campaign tab under profile once you start to write in the gameplay tab


Ah, thanks. I have found that now, very useful.


Done I have made my Living grimoire inquisitor now.

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