Tales of the Hunters

Game Master Sawyer Masonjones


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Dragon GM 5

Discussion


Male Aasimar angel-kin 2 Iajustu samurai HP: 24/24 AC:18 FF:16 T:12 Fort:+5 Ref:+3Will:+3nit. +3/ perception +10/ challenge 1/day

HELLOOOOO


HP: 19 - AC: 18|14|14 - For:+4 | Ref:+7 | Wil:+3 - Per:+7 Init:+4

Hail!


Male Meat Popsicle Feng Shui Failure 7 / Rogue 6 / Dabbler 12

Bonjour!
2d10 ⇒ (7, 8) = 15


Male Human Gunslinger (Arbalist) 3 | HP 33/33 GRIT 3/3 | AC 17, T 17, FF 12 CMD 18 | F +5, R +7, W +2 | Per +5 | Init +6

Alright, got my alias fixed up.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Alias made, crunch once we've settled on the rules


Male English Cavalier (Huntmaster) 3

Oh hey! I wasn't expecting to get in! Hi all!


Male Human Gunslinger (Arbalist) 3 | HP 33/33 GRIT 3/3 | AC 17, T 17, FF 12 CMD 18 | F +5, R +7, W +2 | Per +5 | Init +6

I don't know about you lot but I was planning on having Guy be from the area around the Horse and Foot. He's also likely the only homeowner of the crew.


Male Mostly Human Expert Lv1

Glad one of my ideas made it. I only have the original class template for the scholar that we spoke of, did you ever make any changes or is that the one that we are going for? Either way I can have the character up by this afternoon in the gameplay thread. I am currently about to run out the door to work.


Dragon GM 5

So instead of the true spell casting we talked about, you can make a small amount of potions. Right now, you can make cure light, ant haul, endure elements, keen senses, and polypurpose pancea. If you think other spells should be on this list, you can make your argument. These potions shouldn't be outside of the realm of what is possible with science.

Dementia and Kraven, can you post the last draft of the rules for those classes?


Male English Cavalier (Huntmaster) 3

Alright, I have to roll for HP.

2d10 ⇒ (6, 4) = 10

Not bad.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

This is what we have sofar, I'm stull trying to develope some alternate talents so that he wouldn't haev everything by lvl 16.

The priest will be a 1/2 bab and d6 HD class. 4+ int skills/level. Class skills as a cleric with the Cloistered Cleric archetype. High will save.
Simple weapons, no armor.
1: Inspire courage, as per bard skill
2: Healing hands, starting at second level, and then every 4 levels after that, wounded characters under the care of the priest would recover from your wounds at an increased rate. At second level, HP regained via resting is doubled, at 6, tripled, 10, quadrupled, etc… This is due to the priests skill with herbs and his resolute faith that god helps those that help themselves.
3: The priest gains the power of the holy scriptures. By reciting lines of scripture, the priest can fortify mens minds, strengthen their body and will, or allow their faith to let men stand against the fires of hell. The priest gains an Oration talents that he can use to inspire a number of different effects in members of his flock. The priest gains one talent at level one, and then every even level thereafter.
- The men of God shall know no fear: The priest grants a number of people equal to his Cha modifier a +2 bonus to will saves for the next minute, this effect is doubled against fear effects. Wis mod times per day.
- The men of God shall feel no pain: The priest grants a number of people equal to his Cha modifier temporary HP equal to 5+ priest level. Wis times per day
- The men of God shall withstand the fires of hell: The priest grants a number of people equal to his Cha modifier resistance to elemental damage equal to 5+ priest level. Wis times per day
- The men of God shall not rest before their task is completed: The priest asks God to spare a member of his flock, stabilizing a dying man by returning him to 1 HP. No limit
- Half healing to cure normal disease, @ 11 no healing, but can cure magical diseases
- +5 to poison saves, @11 poison immunity
- Lay on Hands, must be 6th level to take talent
- Bonus feat, cannot be Combat feat
- Breathe of life effect, must be 11th level to take this talent

And since I have to roll for some HP's: HP: 2d6 ⇒ (6, 6) = 12


Male English Cavalier (Huntmaster) 3

@Kraven: I don't think the power of the holy scriptures would apply to my dogs, eh?


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

That would be up to the Lord Almighty. There is a place in heaven for all God's creatures, but the blessings he has bestowed upon me may not work for those not of the true faith.


Dragon GM 5

The priest probably needs a few more abilities to round it out. Outside the talents. The other inspire abilities the bard has (competence, greatness, heroics) by the utterance of prayers and sermons would seem to fit.

And for talents, adding a few spell like abilities for divine spells would be good. Starting with cantrips at min level 4, they can take a talent to learn 1 divine spell useable wis per day. Same for scholar with arcane. Any spell taken would have to be a relatively low magic one, one that could be construed as science or faith rather than magic.


Male Mostly Human Expert Lv1
The Dragon Master wrote:

So instead of the true spell casting we talked about, you can make a small amount of potions. Right now, you can make cure light, ant haul, endure elements, keen senses, and polypurpose pancea. If you think other spells should be on this list, you can make your argument. These potions shouldn't be outside of the realm of what is possible with science.

Dementia and Kraven, can you post the last draft of the rules for those classes?

Scholar:
Scholar, D6

Simple Weapons

Level BAB Fort,Ref,Will Special

1st 0 +0,+0,+2 Call it Out, Lore, Trapfinding, Brew Potion, Throw Anything,
2nd +1 +0,+0,+3 Rogue Talent, Poison Resistance, Poison Use
3rd +1 +1,+1,+3 Trap sense +1, Swift Alchemy
4th +2 +1,+1,+4 In the Bag, Rogue Talent
5th +2 +1,+1,+4
6th +3 +2,+2,+5 Rogue Talent, Trap sense +2, Swift Poisoning
7th +3 +2,+2,+5
8th +4 +2,+2,+6 Rogue Talent
9th +4 +3,+3,+6 Trap sense +3
10th +5 +3,+3,+7 Rogue Talent
11th +5 +3,+3,+7
12th +6/+1 +4,+4,+8 Rogue Talent, Trap sense +4
13th +6/+1 +4,+4,+8
14th +7/+2 +4,+4,+9 Rogue Talent
15th +7/+2 +5,+5,+9 Trap sense +5
16th +8/+3 +5,+5,+10 Rogue Talent
17th +8/+3 +5,+5,+10
18th +9/+4 +6,+6,+11 Rogue Talent, Trap sense +6, Instant Alchemy
19th +9/+4 +6,+6,+11
20th +10/+5 +6,+6,+12 Rogue Talent

Appraise (Int), Craft (Int), Disable Device (Dex), Fly (Dex), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Use Magic Device (Cha)

'Formulae Progression'

1st 2nd 3rd 4th

4th 0
5th 1
6th 1
7th 1 0
8th 1 1
9th 2 1
10th 2 1 0
11th 2 1 1
12th 2 2 1
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3

This is the last build that we spoke of, Also request to use my first set of rolls that were for 'Garret' rather then all the crappy rolls that I did for Damion as I finish the character.


Dragon GM 5

I'll allow it.


Male Mostly Human Expert Lv1

You initially stated that we start with half starting gold, is that half of what the class starts with at first level or half of a third level characters money(1500)?


Dragon GM 5

Damien, keep in mind the talents are the skill focused rogue talents + the ones found here

As for the potions, every level, you add two formulae, following the alchemist progression. However, these can only be made as potions, not as extracts. They are also drawn from a much smaller list, ones that can be reasonable done nonmagically. We will have to figure out later high level abilities, but it seems ok for now.


Dragon GM 5

The latter


Male Human Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2

One feat, my Rogue/Scholar Talent and some equipment left to round out and I will be done. Due to my 2 mo old having some issues tonight while I was working on the character it will have to wait until tomorrow to put that stuff up.

As far as languages go, I need to choose 7, what are we using as languages?


Dragon GM 5

Any language contemporary to the middle ages.


Male Aasimar angel-kin 2 Iajustu samurai HP: 24/24 AC:18 FF:16 T:12 Fort:+5 Ref:+3Will:+3nit. +3/ perception +10/ challenge 1/day

idk if it matters, but akio here knows french, English, Japanese, danish, Latin, Germanic , and I think Spanish.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Hows this GM

Updated Priest:
Priest, D6
Simple Weapons

Level BAB Fort, Ref, Will Special

1st 0 +0, +0, +2 Inspire Courage +1,
2nd +1 +0, +0, +3 Priest Talent, Poison Resistance, Healing Hands 1
3rd +1 +1 ,+1, +3 Inspire Competence
4th +2 +1, +1, +4 Interventions of God, Priest Talent
5th +2 +1, +1, +4 Inspire Courage +2
6th +3 +2, +2, +5 Priest Talent, Healing Hands 2
7th +3 +2, +2, +5 Inspire Competence +3
8th +4 +2, +2, +6 Priest Talent
9th +4 +3, +3, +6 Inspire Greatness
10th +5 +3, +3, +7 Priest Talent , Healing Hands 3
11th +5 +3, +3, +7 Inspire Courage +3, Inspire Competence +4
12th +6/+1 +4, +4, +8 Priest Talent
13th +6/+1 +4, +4, +8
14th +7/+2 +4, +4, +9 Priest Talent, Healing Hands 4
15th +7/+2 +5, +5, +9 Inspire Competence +5
16th +8/+3 +5, +5, +10 Priest Talent
17th +8/+3 +5, +5, +10 Inspire courage +4
18th +9/+4 +6, +6, +11 Priest Talent, Healing Hands 5
19th +9/+4 +6, +6, +11 Inspire Competence +6
20th +10/+5 +6, +6, +12 Priest Talent

Skills: Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

'Interventions of God Progression'

1st 2nd 3rd 4th

4th 0
5th 1
6th 1
7th 1 0
8th 1 1
9th 2 1
10th 2 1 0
11th 2 1 1
12th 2 2 1
13th 3 2 1 0
14th 3 2 1 1
15th 3 2 2 1
16th 3 3 2 1
17th 4 3 2 1
18th 4 3 2 2
19th 4 3 3 2
20th 4 4 3 3


Dragon GM 5

That looks good to me. Does anyone have any other ideas about the Scholar and the Priest.

Once everyone's crunch is done, we'll begin. Just post in the gameplay thread that you are ready to go.


Male Human Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2
Akio Derick Ryuu wrote:
idk if it matters, but akio here knows french, English, Japanese, danish, Latin, Germanic , and I think Spanish.

Cool, thanks for the ideas. I will have the rest of my character completed in little bit

Edit: I will be trading my +1 skill at each level for the +2 +2 -2 Stat block that you said we could do in the recruitment thread.


Male Human Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2

Finished, willing to take constructive criticism.


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Crunch is done for the most part, still working on equipment. He's very Bard like with high Cha and social skills up the wazzo. Combat, not so much, lol.


M Gnome HP 27/27
Stats:
AC 13(17) T 13 FF 11(15) | F 6 R 5 W 2| CMB -1 CMD 9| Spd 20 Init +4
Skills:
Disable Device 9 (10 for traps)+2 w/ mk tools | UMD 9 | Arcana 10 | Engineering 10 | Planes 7 | Spellcraft 11| Craft Weapons 8 | Craft Armor 8| Craft traps 12 | Perception 9(10 for traps)
Machinesmith 3

So to sort of help me a bit, can you guys put in your race/class fields your basic statistics? Similar to this alias. Make sure to include any class abilities that are limited per day (like inspire courage).


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

Do you need the skills listed? I'm not a fan of the stat spoiler , and would prefer to keep it as it is.

Is mine good enough?


Dragon GM 5

@Damion Looks god, but I would spend some of that gold on crafting some potions and alchemical items.

@Guy Barain You seem to have stuff in there from a different campaign.

@Layton Could you add a bit of backstory. This doesn't need to be done now, but it will help me later.

I'll post in the gameplay thread later today, but for now, I have to go to work.


Dragon GM 5

That's fine. Really all I need is Perception, vitals, and per day class features.


Male Aasimar angel-kin 2 Iajustu samurai HP: 24/24 AC:18 FF:16 T:12 Fort:+5 Ref:+3Will:+3nit. +3/ perception +10/ challenge 1/day

hey dragon, I need an answer before I can finalize everything :3.


Male Human Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2

I was planning on rolling some craft checks, I was wondering how you wanted to handle poisons too.

I was thinking of keeping poison vials on my bandolier and alchemical items in my belt pouches.

Also will we have a permanent 'home'? I was thinking of getting a alchemist kit but I didn't want to lug 40 lbs of equipment with me everywhere we went.


Dragon GM 5

@Damion I plan for the game to travel around a quite bit. Everyone should probably invest in a horse. As for poisons, if I remember correctly, the DC to craft is the fort DC.

@Derick I'll allow it, but please write me up his code.


Male Human Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2

Acid(10gp=100sp), Alchemy DC 15
Unlimited ammount by taking 10 on craft checks if I have unlimited time.
-> Craft Alchemy taking 10= 22
-> 22x15=330(sp)
-> 330/7=47.14(craft per day)
-> takes a little less then 3 days to make 1 flask of acid

Alchemist’s fire(20gp=200sp), smokestick(20gp=200sp), or tindertwig(1gp=10sp), Alchemy DC 20
Unlimited ammount by taking 10 on craft checks if I have unlimited time.
-> 22x20=440(sp)
-> 440/7=62.85(craft per day)
-> 62.85x4=251.43(sp)
-> takes a little less then 4 days to make one vial of Alchemist's fire or a smoke stick.
->I can make 6 tender twigs/day

Antitoxin(50gp=500sp), sunrod(2gp=20sp), tanglefoot bag(50gp=500sp), or thunderstone(30gp=300sp) Alchemy DC 25

->Tanglefoot bag
Craft Alchemy 1d20 + 12 ⇒ (18) + 12 = 30 30x25=750
Craft Alchemy 1d20 + 12 ⇒ (9) + 12 = 21 No progress
Craft Alchemy 1d20 + 12 ⇒ (18) + 12 = 30 30x25=750
Craft Alchemy 1d20 + 12 ⇒ (15) + 12 = 27 27x25=675
Craft Alchemy 1d20 + 12 ⇒ (15) + 12 = 27 27x25=675
Craft Alchemy 1d20 + 12 ⇒ (19) + 12 = 31 31x25=775
-> 7 tangle foot bags 99gp cost

->Antitoxin
Craft Alchemy 1d20 + 12 ⇒ (5) + 12 = 17 Ruin half material
Craft Alchemy 1d20 + 12 ⇒ (15) + 12 = 27 27x25=775
Craft Alchemy 1d20 + 12 ⇒ (8) + 12 = 20 Ruin Half material
1 anti toxin 66gp cost :/

->Sunrod
Craft Alchemy 1d20 + 12 ⇒ (7) + 12 = 19 ruin half material
Craft Alchemy 1d20 + 12 ⇒ (1) + 12 = 13 ruin half material
Craft Alchemy 1d20 + 12 ⇒ (17) + 12 = 29 29x25=725
36 sunrods 4gp 6sp 2cp cost, I'll sell some of those...

sell 26 sunrods for 26 gold. -> 10 sunrods


Male Human Scholar/3 Perception+5 Hp 20/20 AC 17 Touch 14 FF 13 Init +4 Fort +2 Ref +5 Will +2

Hp for level 2 and 3 2d6 ⇒ (4, 4) = 8 noticed I still had d6 written in my HP block

I forgot to factor in half normal time for crafting in my previous post so all times are divided by 2 also apparently craft alchemy can craft poison as well so I am relocating those skill points.

finished spending my money on alchemical items and potions


HP: 19 - AC: 18|14|14 - For:+4 | Ref:+7 | Wil:+3 - Per:+7 Init:+4

Sorry I've been quiet, super busy weekend for me. I'll invest in a horse and post a little later.


Dragon GM 5

What would you guys say to changing the year to the late middle ages? 15th century.


Male Aasimar angel-kin 2 Iajustu samurai HP: 24/24 AC:18 FF:16 T:12 Fort:+5 Ref:+3Will:+3nit. +3/ perception +10/ challenge 1/day

Sure. That's 1400s right? Makes my story a bit more believable.


HP: 19 - AC: 18|14|14 - For:+4 | Ref:+7 | Wil:+3 - Per:+7 Init:+4

Makes mine less believable, though. I'm pretty sure there were no more Vikings after around 1066.


Dragon GM 5

Still plenty of danes though. And the background can be shifted from Viking to raider.

Without revealing any plot points, by changing the time period the story I am intending makes a little more sense.


HP: 19 - AC: 18|14|14 - For:+4 | Ref:+7 | Wil:+3 - Per:+7 Init:+4

All right, give me some time to come up with another background and I'll try to work with it.

Edit: Would it be possible to make the year after 1517?


Dragon GM 5

Why?

The new start year under the new plan, would be late 15th century. 1483. But it would largely still fit for 1517.


HP: 19 - AC: 18|14|14 - For:+4 | Ref:+7 | Wil:+3 - Per:+7 Init:+4

That way Martin Luther would already have begun the Reformation, and I could make Thorfinn a Lutheran. Besides liking that idea on a conceptual level, it would mean I wouldn't have to start looking for new traits.


Dragon GM 5

I will still allow you to worship the Norse pantheon. A hold out from the Viking age, a line refusing to convert


HP: 19 - AC: 18|14|14 - For:+4 | Ref:+7 | Wil:+3 - Per:+7 Init:+4

That doesn't really make sense for the background I'm planning for him. I would prefer to make him a Lutheran, if 1518 isn't too late for your story to work. The Reformation wouldn't have technically begun beyond some nobles reading about Luther's edicts, so the jump isn't far.

Whew, scooted in under the bar to change his name to something less Viking-y!


Male Human Gunslinger (Arbalist) 3 | HP 33/33 GRIT 3/3 | AC 17, T 17, FF 12 CMD 18 | F +5, R +7, W +2 | Per +5 | Init +6

Whoops, some stuff slipped through when I recycled this alias. Got it cleaned up now.
Also, I don't mind shifting the time period.


DM, did you decide on a year? Is 1518 all right?


Male Half Elven Paladin 13 HP: 108/108 | AC: 21 | Init +0 | Passive Perception +1 | Auras of Courage, Devotion, and Protection: +5 to all saves, immune to fear and charm within 30'

The earlier the better for me, as the position of Pardoner fell by the wayside well before the reformation.. I could go for a nice 1200/1300 year game. lol.

EDIT: updated the alias name just incase we do move to an era not inhabited by Pardoners.

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