The Carrion Crown GM Bone Man (Inactive)

Game Master Riuk

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This is a Recruitment for The Carrion Crown AP

Finally:
a work has toned back 8hour work days woot ^_^
Hello I am a first time GM on this site
Character creation:
:
- 1st level gestalt

-i am planing to do the whole campaign ^_^

-15 pt buy. Max: 18, min: 8, after racial mods.

- Core races only - maybe I’d let a tiefling or something slide with the understanding that Ustalav is an insular and superstitious place. “Outsiders” are not well received at all. Being “different” will have a major impact on the game for you.

- Any thing on http://www.d20pfsrd.com/ except gunslinger/Synthesist summoner/Holy Gun>>>with that i could allow a spellslinger if your stroy back it up, there will be early flint lock type guns in this world

- 1 trait from CC Player’s Guide required. 1 additional trait is also allowed. drawback for one more. Have you character traits be in your backround or personality.

- Everyone starts with 150gp

-=think of this as 1800 Victorian London and make your character work well with the setting, as in most people can’t do magic or believe in it. So they will be afraid if the see it, this dose not mean you can’t play a wizard and such just know other people would not know/ believe you do magic and if they see it you’ll be thought of as evil since its so rare…

-as that with your characters, think as in how would you react to someone waking up to you in full armor and holding weapons. out side a city its save for a city is thought to be safe and only guards should have need for weapons.

=please have your character sheet well in order if its too hard to understand I will not even read it but will tell you if you can clean it up ^_^ i have a template i would like players to use.

=I will favor character submissions that fit the setting and theme.

=the AP has that you know Doctor Petros Algernon Lorrimor please have him in your back round,or his daughter if your like.

-If you can manage it, I'd like for you to weave in some potential plot hooks. I'll work with them, but please be general rather than specific, so that I can more easily adapt your input to the plot.

-The character should fit within the theme of action horror. We're shooting for a mix of medieval and Gothic horror

-i will be taking 4-6 players

Character sheet template

Geastalt rules

Top ten rules of gestalt:

1) Action Economy Is Still King
-Full Triple-progression casting is cute, but ultimately futile in combat since nearly every spell, Power, Invocation, etc takes a Standard Action to use, and you still only get one of those per round. Try to mix your activation abilities up, between Standard, Move, and Swift actions, so that you can get more out of what you have.

2) Focus On One Theme
-Having schizophrenic capabilities just means you'll be more at a loss in combat, despite the increased options, especially if the two sides interfere with each other in normal use. Barbarian/Wizard, though it may sound awesome, generally either gives up most of the benefits from one side of the progression or else is just confused in battle. If it can't be effectively done on one class, it generally isn't worth doing on two.

3) Strengthen Each Other's Weaknesses
-Since you always take the higher HP, BAB, Save, skill points and both skill lists, try to ensure that your secondary class is good at some things that your main one isn't.

4) Remember Your Stats
-Twice as many "classes" means twice as many opportunities for MAD. Make sure your key abilities from both sides are still lined up onto one or two main stats

5) Remember Your Feats
-Feats are the one thing you don't get multiples or increased numbers of normally. This makes prerequisites and feat chains just as hard to squeeze in as normal, more so if you want to Prestige on both sides of the equation (and many do)

6) Dipping Is Easier
-In Gestalt, dipping 1-3 levels on one side for supporting capabilities does not delay or prevent high-level capabilities from your other side. Ftr 2 for feats and proficiencies, Paladin 2-3 for Cha to saves and immunities, Meldshaper levels, etc are all simple and powerful options.

7) Beware Wasting Identical Advantages
-This causes pure waste. A PrC attempting to increase your Wizard caster level on one side and a level of Wizard on the other just lost a caster level benefit. Similar things go for other benefits, such as Uncanny Dodge, high HP/skills, and Proficiencies (not as much a concern as the others).

8) Active/Passive Mix is Typically Best
-Let one side have the abilities which require actions. You can put together cool utility, long-term buffing, bonus feats, and static/reactive abilities on the other side

9) The Very Worst Classes Sometimes Aren't Bad Here
-Monk, with its dominant saves, decent skills, and host of static abilities, is a FAR better choice for support-side levels than it is for single-class. The Expert, despite being an NPC class, notably is able to pick ANY TEN SKILLS as class skills with 6+Int per level, which can be clutch if your prereqs are getting tight. Any class that usually has the phrase "if only it had ___" can easily acquire it. Basically, almost anything can be of benefit to SOMEONE under Gestalt system (other than Commoner)

10) DM/GM Always Has Final Word
-Just like normal, if you are crafting an epic masterpiece of a character but it will outshine the others of the group, expect any sane DM to veto it, or else be ready to throttle back what you can do for the sake of having, you know, fun."


what im looking for in a player is:
:
-some one who can roleplay a character that will and can be afraid when the stumble onto something wrong as in; if a corpse falls on them it won’t be
ok I look to see if it has anything I can use on it
”I loot the body”
I wold prefer someone who will play the role as one would wen a dead body falls on them freaked out and afraid
=and lastly but just as important I would like players that can add to the atmosphere of the game and drive the story forward. I understand some times all you can say is I move and attack but, try to make with more visual as in how do you do so. Like the way you swing your sword and such.

-I will be making some changes to this game to fit what I feel is right for the moment like number a monsters and the like
-Recruitment will be open for two weeks or after I get 15 good submissions I will post when I do then soon after that ill will chose players.

when you returned to the city you have two letters delivered to you by a page boy

Letter for Professor Petros Lorrimor:

My dear friend,
It has been a while since we have last written, my pen has gone dusty from disuse, please forgive me. However, some unusual occurrences have been going on in Ustalav. I want to investigate these matters closely. Worry not for although I am not the vibrant young man I once was, curiosity has taken over. I promise I will try to write as soon as something interesting turns up. I daresay, something promising should catch my attention.
I hope that everything is well on your end,
Cordially,
Prof. Petros Lorrimor
P.S. Ravengro seems a bit unsettling but fear shall heighten my senses. -P.P.L.

Latter from Kendra Lorrimor:

Dear________
It is with a heavy pen and a curious mind that I have found your name in my father's old journals. Imagine my surprise when I discovered that my elderly father had once been a thrill-seeking adventurer. Sadly, I found in the early morning hours, that my father is no longer with us and has passed on. He looked so peaceful that I feel that this new found discovery compromises the man I thought I knew. It was in his will that you act as a pall-bearer for my father's casket. We are all stricken by the death of a dear father and I am still surprised with my own discovery. I hope that you are well and the service will be in three weeks. I hope you will be able to attend as my father must have seen you as someone important enough to be invited to the funeral.
Sincerely,
Kendra Lorrimor

Prologue:

You arrive in Ustalav on a dark and stormy evening. It is three weeks of hard travel that has taken a toll on you but finally you arrive at your fated destination. You need a good meal and perhaps some ale before partaking in a sorrowful event. As you walk to the Inn, a ominous occurrence happens, a bright, white streak crosses the night sky and has stuck a tree behind you. You can almost hear a faint whisper in your ear, warning you to leave while it is still possible.
However, with little common sense, you ignore it.

The townspeople look out of their houses, peeking with mingled curiosity and fear at you. You try to ignore them. A large, black dog runs past you, running to shelter but as the lightening strikes again, you see something disconcerting-it appears the beast as a human arm in its jaws. No, that is impossible, you think and you keep going.

You make your way around a small hill along the road you have been traveling on when finally you see a shabby, dismal building. It may have been a large and proud home in its past, boasting of opulence and comfort but now in the chilling rain and long history of suffering in Ustalav, those are the bygone days. However, a contrasting sign swings softly from a post. As much as the Inn is depressing, the sign is colorful and new. It is a shining beacon in what is otherwise a dreary night. The signs announces the name of the Willows Inn .

You look closer at the old place, there is smoke coming from the chimney-perhaps a warm hearth and you are lucky...a roasted leg of lamb? The promise of warmth and food lures you in like an enticing creature beckoning those with sweet promises. Besides, the storm is getting too treacherous to travel any more. Ravengro should be a few hours away. You still have time. You absentmindedly touch the pocket that holds the two letters that brought you hear. For a moment, despite the good luck you are having, you feel the sharp twinge of sadness at the passing of a good friend.

Once your enter, a middle-aged woman walks up to you with a welcoming smile. She’s a pretty woman with very kind eyes, though the lines on her face betray a life of toil and hardship. She sizes you up momentarily and then pulls you through the threshold.

“Welcome!. Come in. We must get you warm. You’re hungry, I’ll wager. Should still be plenty of room at the table. This rain… must have been hard on that road no? You could never get me out into this no no, not on this kind of night.... Will you have the roast goat or the lamb stew? And we have an assortment of spirits to lift your mood on this cold night. What please you? It’s four silver for the room and three more covers supper and breakfast. So what will it be?”

The common room is not so large as you’d have guessed from sizing up the exterior of the home, but that makes it seem far warmer. There is a large with a sizable fire and a rack for you to hang your rain soaked traveling coat so it can dry. In front of the hearth is a very large, heavy-looking red oak table surrounded by matching chairs. Several of the chairs are already filled with fellow guests at different stages of their meals. Conversations pause as they look over to you.


Hello. :)


Posting intrest- I'm posting interest as a Summoner//Vivisectionist Alchemist. Current character concept is basically an older Isaac, from The Binding of Isaac (The game, not the myth.)

This will explain his synthesised form to almost no degree.


Posting Interest - Since Spiritualism was very popular in 1800s Victorian England, my posting interest would be a human male investigator (spiritualist archetype)/oracle (spirit guide archetype). Essential, this character would be the Madam Blavatsky of this world: mysterious, wise, and maybe a bit "touched".


as before, machinesmith/investigator (or fighter, since someone else applied an Investigator, though mine would be Empiricist)


Velden was made for a gestalt borderlands campaign that died. So obviously I'd need to rebuild him some.

His personality would stay the same though, he's a Zen Archer Monk/Empyreal Sorcerer (SAD gestalt). His background is he is former military, recently retired. Which may cause a few problems, as a dead body is not likely to bother him. On the other hand, some cthulhu abomination could be rather freaky for him. :)

If not, I understand.


Was in your other thread. Even posted character with a bit of history

Ratfolk alchemist/wizard


Reposting my ranger/inquisitor from the other thread. Nothing has changed.

Petrov Demarkan:

Male Human Ranger 1/Inquisitor 1
NG Medium Humanoid(Human)
Init +5; Senses Perception +5
------------------------------
DEFENSE
------------------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 dex)
hp 12(1d10+2)
Fort +3, Ref +5, Will +4
------------------------------
OFFENSE
------------------------------
Speed 30 ft.
Melee Dagger +3 (1d4+2/19-20x2)
Ranged Longbow +5 (1d8/x3)[DA +4 (1d8+2/x3)]
------------------------------
STATISTICS
------------------------------
Str 14, Dex 17, Con 12, Int 10, Wis 13, Cha 8
Base Atk +1; CMB +3; CMD 16
Traits Chance Saviour, Armour Expert, Indomitable Faith
Drawbacks Vain
Feats Deadly Aim, Weapon Focus(Longbow)
Skills
ACP -0
Bluff -1 (0 points; 0 class, -1 CHA)
Climb* +6 (1 points; 3 class, +2 STR)
Craft +0 (0 points; 0 class, +0 INT)
Diplomacy -1 (0 points; 0 class, -1 CHA)
Disguise -1 (0 points; 0 class, -1 CHA)
Handle Animal -1 (0 points; 0 class, -1 CHA)
Heal -1 (0 points; 0 class, +1 WIS)
Intimidate +0 (0 points; 0 class, -1 CHA, +1 morale)
Knowledge(arcana) +0 (0 points; 0 class, +0 INT)
Knowledge(dungeoneering) +0 (0 points; 0 class, +0 INT)
Knowledge(geography) +0 (0 points; 0 class, +0 INT)
Knowledge(nature) +0 (0 points; 0 class, +0 INT)
Knowledge(planes) +0 (0 points; 0 class, +0 INT)
Knowledge(Religion) +4 (1 points; 3 class, +0 INT)
Perception +5 (1 points; 3 class, +1 WIS)
Profession +1 (0 points; 0 class, +1 WIS)
Ride* +3 (0 points; 0 class, +3 DEX)
Sense Motive +6 (1 points; 3 class, +1 WIS, +1 morale)
Spellcraft +0 (0 points; 0 class, +0 INT)
Stealth* +7 (1 points; 3 class, +3 DEX)
Survival +5 (1 points; 3 class, +1 WIS)
Swim* +6 (1 points; 3 class, +2 STR)
*ACP applies to these skills
Non-Standard Skill Bonuses
Vs undead +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks
Tracking +1 to survival when tracking
Monster Lore +1 when identifying abilities and weaknesses of creatures
Stern Gaze +1 on intimidate and sense motive checks
Languages Common

Special Abilities:

------------------------------
SPECIAL ABILITIES
------------------------------
Favoured Enemy(Ex) The ranger gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.
First Favoured Enemy Undead(+2)
Track(Ex) A ranger adds half his level to survival skill checks made to follow or identify tracks.
Wild Empathy(Ex) A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus 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 ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.
Good Domain An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain.
Touch of Good(Sp) You can touch a creature as a standard action, granting a sacred bonus on attack rolls, skill checks, ability checks, and saving throws equal to half your cleric level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Judgement(Su) 1/day Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made. At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
Destruction The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Proteciton The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Monster Lore(Ex) The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Spells:

------------------------------
Inquisitor Spells
------------------------------
0th (at will) Detect Magic, Disrupt Undead, Light, Acid Splash

1st (2/day) Magic Weapon, Protection from Evil

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
Equipment Longbow, Dagger, Spring-loaded Wrist Sheath, Arrows(20), Hide Shirt, Explorer's Outfit, Ranger's Kit, 1gp cheap holy text, spell component pouch, wooden holy symbol
Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 117-175 lb.
Current Load Carried 65 lb. (drops to 34lbs. if backpack not carried)

Money 1 GP 0 SP 0 CP

Background:

Petrov knows Ustulav like an old friend. Growing up on a farm he had to deal with the strange things that prayed upon the livestock in the night. Somehow he made it to adulthood despite the dangers. If it were he who possessed this luck it was his parents who passed it on to him as they were the victims of an unexpected witch hunt. They were judged and found guilty, he couldn't believe it but the evidence was overwhelming. The reason their farm had received so few attacks compared to others in their region was because his mother was a witch and sacrificed the animals to appease those dark powers. The zealous inquisitors took him away with him, it was decided that he had nothing to do with it so they allowed him to live but only under their guidance so that he did not fall prey to the same dark path of his parents.

He was indoctrinated into the Pharasman faith and became an inquisitor himself when he was old enough to take the tests. His first hunt saw to the demise of a old necromancer in the middle of nowhere. Though he did nothing to trouble anyone, it was his duty to Pharasma to destroy such evil. Another such time on his travels across the land he came across another traveller who had been beset by bandits that were looking to rob him for all he was worth. He called them off but they refused until he put an arrow through one of them and they fled deciding the old man was not worth the trouble of fighting an armed and trained inquisitor. The old man was Professor Lorrimor. They kept travelling along and Petrov saw him to the safety of the next city, a thing not all that common for a soldier such as him to do. Lorrimor promised to never forget the kindness he had done for him.

It surprised him to find a notice a year later of a summons to the man's funeral and a mention in his will. Confused, he nevertheless left Vigil where he had been residing for a little time and headed back into the heart of the country that he called home ot solve the mystery of Professor Lorrimor.

Appearance and Personality:

Petrov is of average height, 5'7" brown hair and green eyes. He usually wears his large grey cloak while on the road with his bow slung over his shoulder and a quiver next to his pack on his back. He carries a grin most days as he views the work he does a blessing. He had a divine path to follow to bring his land out of the darkness that took over so long ago. He does things slightly differently than other inquisitors he has met and worked with. Making sure beyond a shadow of a doubt that a person is guilty before justice is dispensed. He prefers however, to hunt those creatures that are far more a danger to the land than a rumour about a shady character in town, leaving most of those to others. He believes most other inquisitors are cowards, preying on the weak and not doing their jobs the way they should be doing. He has recently been looking for accounts of a vampire coven and intends to attribute this big score to his faith attempting to gain more respect and shape the way things might be done in Ustulav for the future and the people he serves and wishes to see prosper.

Sovereign Court

Submitting this character, an Investigator/Magus, that didn't make it into a different gestalt carrion crown. She should be ready to go as is.


hello mr. GM sir,

If you want I can provide a fully integrated (non-gestalted) Carrion Crown party ready to go.

as long as you are willing to start at the beginning of book 3, as we already have over 5000 posts together as a group.


I am looking Angel blooded Paladin/magus(eldritch scion).


Thirrion Velding wrote:
Hello. :)

On you idea:
i like what you have so far if you could flesh it out a little bit more so i can mix your back story with the world in some what thanks, and i see you still don't have a gestalt class chosen as of yet...
Iron Vagabond DM wrote:

Posting intrest- I'm posting interest as a Summoner//Vivisectionist Alchemist. Current character concept is basically an older Isaac, from The Binding of Isaac (The game, not the myth.)

This will explain his synthesised form to almost no degree.

On you idea:
as i have stated in my character selection prognosis a synthesised Summoner would not be in my world sorry, i do like your idea if you can make it work without the synthesised great if not please have a different character made...
TheWaskally wrote:
Posting Interest - Since Spiritualism was very popular in 1800s Victorian England, my posting interest would be a human male investigator (spiritualist archetype)/oracle (spirit guide archetype). Essential, this character would be the Madam Blavatsky of this world: mysterious, wise, and maybe a bit "touched".

On you idea:
i love that idea i have read a book about her so a character like that would be awesome..
Velden Lansell wrote:

Velden was made for a gestalt borderlands campaign that died. So obviously I'd need to rebuild him some.

His personality would stay the same though, he's a Zen Archer Monk/Empyreal Sorcerer (SAD gestalt). His background is he is former military, recently retired. Which may cause a few problems, as a dead body is not likely to bother him. On the other hand, some cthulhu abomination could be rather freaky for him. :)

If not, I understand.

On you idea:
i looked at your character and do you mean all you would keep from him would be the personality?

also yes a solderer would be ok when coming upon a dead body but when one falls on your head that would be a different story..

HighonHolyWater wrote:

Reposting my ranger/inquisitor from the other thread. Nothing has changed.

** spoiler omitted **...

on your character:
i like what i read so far, can you add something into your character that has to do with your traits...
Dianne Lizbet wrote:
Submitting this character, an Investigator/Magus, that didn't make it into a different gestalt carrion crown. She should be ready to go as is.

On you idea:
Hi as i look at your character i notice you points come to {41} this is a 15 point buy game.

I also don't see any traits[i]and have them in your background/ personality[/ooc] or gear besides the weapon. I my game I'm requiring players to have some traits one from the CC players Hand Book can be found Carrion Crown Player guide

Kimberly Snow wrote:

hello mr. GM sir,

If you want I can provide a fully integrated (non-gestalted) Carrion Crown party ready to go.

as long as you are willing to start at the beginning of book 3, as we already have over 5000 posts together as a group.

On your question:
No im sorry i'm not this is my first time GMing online and i want to run this campaign from the beginning of the first book. with that if you or some of your group wants to they can dot in here and make characters with my parameters.

I do want to and will run through this whole campingall 6 books ^_^ if that helps anyone thinking of joining

Seth86 wrote:

Was in your other thread. Even posted character with a bit of history

Ratfolk alchemist/wizard

On your idea:
if you could flesh it out some more and add your traits to your back story / personality might be allowing your ratfolk in this world just know you character will have to try at all times to keep his true race hidden from people in Ustalav...at lest until you gain favor with the city ^_^
Choant wrote:
I am looking Angel blooded Paladin/magus(eldritch scion).

On your idea:
looking forward to seeing it just please follow my requirements on your character plans...

and for anyone else here is Carrion Crown Player guide please read thru it ^_^


Are there any weapons or armor light enough that they will at least be acceptable in the city?


well, I'l post a rebuild of my character here, just in case. once I get to rebuilding her.


Hmm, I kind of want to make a character inspired by the giant french thug of the relatively recent Sherlock Holmes movie, right down to the sledgehammer.

I have a problem though: Armor.

It's assumed to the point that going without is practically suicide for martial characters, yet doesn't fit the setting at all.

I'm not quite sure what I'm going to do about it. In the meantime, what would you say to using these stats for a very large hammer?

Two-handed martial, 1d12 damage, 20/*3 crit, melee range, bludgeoning damage.

It's basically a greataxe.


The Dragon wrote:

Hmm, I kind of want to make a character inspired by the giant french thug of the relatively recent Sherlock Holmes movie, right down to the sledgehammer.

I have a problem though: Armor.

It's assumed to the point that going without is practically suicide for martial characters, yet doesn't fit the setting at all.

I'm not quite sure what I'm going to do about it. In the meantime, what would you say to using these stats for a very large hammer?

Two-handed martial, 1d12 damage, 20/*3 crit, melee range, bludgeoning damage.

It's basically a greataxe.

how about this?


GM Bone Man:

Well, the personality and his monk/sorcerer gestalt build, although it would go back down to 1st level. I would think a soldier who had a dead body fall on his head would likely curse at it rather than scream like a small girl though. :) He'd still react, just not like a civvy would.


Nohwear wrote:
Are there any weapons or armor light enough that they will at least be acceptable in the city?

for the most part armor like this can be hidden under clothing or a big coat so as not to attract attention:

light armor
Haramaki
Padded Quilted cloth
Silken ceremonial
Lamellar cuirass
Leather Parade Studded leather
Chain shirt .
Lamellar (leather) .

Medium Armor
Armored coat
Hide

most light one-handed weapons like a sword or a dagger can be worn at the hip but it will make people
take notice of you...with that im going to fluff most light one handed swords like; Rapier, Longsword, to look like ornate canes just please describe how it will look or have a reference pic in your profile.

The Dragon wrote:

Hmm, I kind of want to make a character inspired by the giant french thug of the relatively recent Sherlock Holmes movie, right down to the sledgehammer.

I have a problem though: Armor.

It's assumed to the point that going without is practically suicide for martial characters, yet doesn't fit the setting at all.

I'm not quite sure what I'm going to do about it. In the meantime, what would you say to using these stats for a very large hammer?

Two-handed martial, 1d12 damage, 20/*3 crit, melee range, bludgeoning damage.

It's basically a greataxe.

no but you can just use a Lucerne hammer or Earth breaker 40 gp S{1d10x3} M{2d6×3} 14lbs.B but people will avoid you or a guard might ask you why do you have that ans were are you going

edit
@Kimberly Snow ty i could not find the link for the weapon and just used a pic for reference

edit 2

and for the most part i will be using the variant armor rules ^_^

and i want to use the alternate crit/fail rules from {i crit/I fumble}
when a player or monster crit no roll to conform i will post what card i pulled up same with a nat 1 fail ^_^


Ikit:

Ikit Klaw
Male ratfolk alchemist (plague bringer) 1/wizard (spellslinger) 1 (Pathfinder RPG Advanced Player's Guide 26, Pathfinder RPG Advanced Race Guide 150, 153, Pathfinder RPG Ultimate Combat 74)
N Small humanoid (ratfolk)
Init +5; Senses darkvision 60 ft.; Perception +7
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Defense
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AC 16, touch 14, flat-footed 13 (+2 armor, +3 Dex, +1 size)
hp 11 (2 HD; 1d6+1d8+2)
Fort +3, Ref +5, Will +3
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Offense
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Speed 20 ft.
Melee dagger +0 (1d3-1/19-20)
Ranged bomb +6 (1d6+3 Fire) or
. . pistol +5 (1d6+1/×4)
Special Attacks bomb 4/day (1d6+3 fire, DC 13)
Alchemist (Plague Bringer) Extracts Prepared (CL 1st; concentration +4)
. . 1st—expeditious retreat, shield
Wizard (Spellslinger) Spells Prepared (CL 1st; concentration +4)
. . 1st—mage armor, magic missile
. . Opposition Schools Abjuration, Divination, Enchantment, Transmutation
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Statistics
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Str 8, Dex 16, Con 13, Int 16, Wis 12, Cha 10
Base Atk +0; CMB -2; CMD 11
Feats Brew Potion, Gunsmithing[UC], Point-blank Shot, Throw Anything
Traits alchemical prodigy (thuvia), chance savior
Skills Acrobatics +3 (-1 to jump), Craft (alchemy) +9 (+10 to create alchemical items), Knowledge (arcana) +7, Knowledge (nature) +7, Knowledge (planes) +7, Perception +7, Spellcraft +7, Stealth +8; Racial Modifiers +2 Craft (alchemy), +2 Perception, rodent empathy
Languages Aklo, Common, Draconic, Undercommon
SQ alchemy (alchemy crafting +1), arcane gun, cornered fury, mage bullets, plague vial
Other Gear lamellar cuirass, dagger, pistol, alchemy crafting kit, bedroll, belt pouch, fishhook (2), flint and steel, gunsmith's kit, masterwork backpack, mug/tankard, sewing needle, signal whistle, string or twine, thread (50 ft.), trail rations (7), waterskin, weapon cord, whetstone, 35 gp
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Special Abilities
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Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Alchemical Prodigy (Thuvia) Alchemists level is considered 1 higher when calculating duration of extracts.
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Arcane Gun (Su) Imbue two firearms with magic; cast spells thru the firearms.
Bomb 1d6+3 (4/day, DC 13) (Su) Thrown Splash Weapon deals 1d6+3 fire damage.
Chance Savior Fate smiled on you and Professor Lorrimor one day in the not so distant past. Through a matter of pure chance, you were in a position to save the late scholar's life and did so. His gratitude was effusive, and he promised that he would never forget y
Cornered Fury +2 melee attack and AC if no conscious ally in 30 ft.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Divination You must spend 2 slots to cast spells from the Divination school.
Enchantment You must spend 2 slots to cast spells from the Enchantment school.
Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo.
Mage Bullets (Su) Sacrifice a spell to grant an enhancement bonus or special ability to arcane gun.
Plague Vial (10 minutes, DC 13) (Su) Creatures that harm you with melee attacks must save or be sickened for 1 round/level.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Rodent Empathy Ratfolk gain a +4 bonus on Handle Animal checks made to influence rodents.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Transmutation You must spend 2 slots to cast spells from the Transmutation school.
Weapon cord Attached weapon can be recovered as a swift action.
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Ikit lived the slums, in the dark, away from the people. He knew if they found him, he would be expeled or killed. That was not his intention. Better alive and unseen, than seen and be dead.

And so he lived his secluded little life alone. Tinkering with the chemicals he could find without people seeing him. With time, he managed to 'build' himself a very crude looking device, that he eventually learned that he could channel magic through it. It was fascinating. It took him a few years to finally 'master' it. Well, he thought he mastered it, bugs and all

He always had an ear to the ground, he didnt want to be found out, so he had to listen and watch, so he could run away quickly from any possible discovery of him. This lead him to find out about a very bad disease that was spreading through the town. He didn't feel it, nor was he affected by it. He figured it was because he lived in such filthy places any way

With his knowledge, he figured out what it was, or at least what was causing it. And knowing if he did nothing, the town would soon spiral into chaos. He didnt want that. So over a period of time, he gathered his resources, the little he had, and risked confrontation with those in the town, the healers was his best bet. It took quite a while, especially with their fear of strangers and outsiders, but eventually he began to work with them to stifle and stop the spread of the disease

Sczarni

Interested.

classes : fighter/rogue.

Focuses on sneaking, unarmed attacks, and nonlethal attacks.

Charming, dapper, and polite, he's essentially John Watson meets Jason Bourne.

I will have full character build generated later.

Shadow Lodge

Interested,
Thinking about a psionic character.
Maybe Dread (fear based psionic class, uses charisma)/ranger (shapeshifter, spelless)
He's be a bounty hunter, or mercenary (he prefers the first title) he mostly uses debuffs before ripping into people with natural weapons
His intimidate skill will be maxed out, stealth won't be too far behind.
Can we roll for stats?
4d6 ⇒ (1, 1, 4, 4) = 10 wisdom 9
4d6 ⇒ (4, 5, 6, 5) = 20 strength 16
4d6 ⇒ (4, 2, 6, 1) = 13 dex 12
4d6 ⇒ (6, 2, 1, 4) = 13 con 12
4d6 ⇒ (6, 1, 3, 3) = 13 int 12
4d6 ⇒ (5, 5, 6, 2) = 18 charisma 16
These seem decent,


Lord Foul II wrote:
Interested, Thinking about a psionic character. Maybe Dread (fear based psionic class, uses charisma)/ranger (shapeshifter, spelless) He's be a bounty hunter, or mercenary (he prefers the first title) he mostly uses debuffs before ripping into people with natural weapons His intimidate skill will be maxed out, stealth won't be too far behind. Can we roll for stats? 4d6 ⇒ (1, 1, 4, 4) = 10 wisdom 9 4d6 ⇒ (4, 5, 6, 5) = 20 strength 16 4d6 ⇒ (4, 2, 6, 1) = 13 dex 12 4d6 ⇒ (6, 2, 1, 4) = 13 con 12 4d6 ⇒ (6, 1, 3, 3) = 13 int 12 4d6 ⇒ (5, 5, 6, 2) = 18 charisma 16 These seem decent,

No I prefer a point buy system so that all characters have and equal level of power And I'm using the 15. Buy so that there is a grittier type of character, and it will force players to think more than just I'm going to overpower this creature. No harm in asking though.

lord foul 2:
the dice were nice this time but it could be very harmful for a other player

Shadow Lodge

Well crap... That really hurts Gish characters like mine...


It hurt anyone that depends on more than one or perhaps two stats. You can make a gish work just as well as a warrior on 15 point buy, though.


Is it alright to have characters from Ustalav? It sounds like from the prologue, you perfer them to be from out of the country.

Shadow Lodge

Hmmm if I I could play as an aasimar, or suli it would mitigate the crappyness enough to be able to play...


TheWaskally wrote:
Is it alright to have characters from Ustalav? It sounds like from the prologue, you perfer them to be from out of the country.

No that's fine they can be from Ustalav it's just that it has been some time since you have spoken to the professorlike a few years....And you have had a hard time on the road to get there...if that helps out

-Posted with Wayfinder


...how about this I'll take a poll how many of you are feeling stifled buy the 15 point buy in? Be honest I would much rather have players that really enjoy there characters than felling like this is what you had to play...

-Posted with Wayfinder

Shadow Lodge

I'd prefer roll, because I like the classic feel of it,
A lot of GMs give people the option between roll and a set point buy
If I could have a race that granted a bonus to charisma and strength I could make do though (those being aasimar, dhampir, and suli)


Honestly I prefer roll, but am fine with 20. 15 feels very old 3d6 in order. :)


Lord Foul II wrote:
I'd prefer roll, because I like the classic feel of it, A lot of GMs give people the option between roll and a set point buy If I could have a race that granted a bonus to charisma and strength I could make do though (those being aasimar, dhampir, and suli)

A dhampir would be a great fit for this campaign, don't know how I feel about the aasimar though they stile me as very loud but if there appearance was down played and could be hidden then ok.

About the points hmm let's see I chose 15 since that dose make for you to have to play a character intelligently. ..but for gestalt It is very limited...OK I will change that rule

Player Choice 15 Point buy OR 4d6 6 Times Keep What You Get ...I Will Roll For Those Who Choose

Good luck and know once you ask for the roll you can't change it if it's a bad one. Fear not I won't let you have a Stat below 8..let's see for those of you who dare if the dice gods feel merciful today...lighting strikes the sky and thunder rumbles in the distance...

-Posted with Wayfinder

Sczarni

15, 20, whatever makes it easier to gm.

I know (especially with >4 pcs) that 20 pt buy means more worm for gm in combat scenes. Add gestalt and it gets even more skewed towards the pcs.

But I'm cool with whichever.


I'll do a roll for Velden, assuming his personality is acceptable.

As to 'more work', I've been GM'ing for 20 years, thereabouts, and honestly, the GM's job is made difficult by players, not stats. Specific players can make the GM's job hard, not specific characters or bits of them.

Shadow Lodge

Can I keep my original roll?
If so I'll get right on making my character


Lord Foul II wrote:

Can I keep my original roll?

If so I'll get right on making my character

lord foul ||:
i was going to roll for you but since you started it ill let you keep what you rolled..^_^

edit

Lord Foul ||:
but for fuun lets see what i would have got you ...
4d6 ⇒ (3, 5, 5, 6) = 19

4d6 ⇒ (1, 5, 2, 5) = 13

4d6 ⇒ (4, 4, 6, 1) = 15

4d6 ⇒ (1, 4, 6, 4) = 15

4d6 ⇒ (6, 4, 4, 1) = 15

4d6 ⇒ (6, 6, 5, 4) = 21

wow ლ(ಠ益ಠ)ლ that was almost a godly character LOL ┌(▀Ĺ̯ ▀-͠ )┐

Silver Crusade

Bring it on dice gods! Bring it on!! Rolls please

Silver Crusade

^ so those are my rolls right?


Hmm - I'll take a roll.


mdt wrote:

I'll do a roll for Velden, assuming his personality is acceptable.

As to 'more work', I've been GM'ing for 20 years, thereabouts, and honestly, the GM's job is made difficult by players, not stats. Specific players can make the GM's job hard, not specific characters or bits of them.

MDT:
you characters personality dose not seem to be on its profile anymore but here will be your rolls

4d6 ⇒ (4, 1, 5, 3) = 13

4d6 ⇒ (2, 2, 1, 2) = 7

4d6 ⇒ (1, 3, 4, 4) = 12

4d6 ⇒ (2, 6, 6, 2) = 16

4d6 ⇒ (2, 2, 1, 2) = 7

4d6 ⇒ (4, 4, 5, 1) = 14


rorek55 wrote:
Bring it on dice gods! Bring it on!!

Rorek55:
you asked for it...(☄ฺ◣д◢)☄ฺ

4d6 ⇒ (3, 6, 4, 4) = 17

4d6 ⇒ (5, 1, 2, 6) = 14

4d6 ⇒ (3, 6, 2, 3) = 14

4d6 ⇒ (4, 5, 2, 3) = 14

4d6 ⇒ (2, 4, 6, 5) = 17

4d6 ⇒ (5, 1, 6, 2) = 14
dame you..┗(`Д゚┗(`゚Д゚´)┛゚Д´)┛lol good rolls


I prefer everyone to be even. 15 or 20pts either way. Pt buys get so skewed and especially suck when gm says you must take the rolls

Silver Crusade

Huzzah, do


The Dragon wrote:
Hmm - I'll take a roll.

THE DRAGON:
Good Luck...˃ʍ˂

4d6 ⇒ (1, 4, 6, 2) = 13

4d6 ⇒ (3, 2, 6, 5) = 16

4d6 ⇒ (4, 6, 2, 5) = 17

4d6 ⇒ (2, 1, 6, 3) = 12

4d6 ⇒ (3, 2, 4, 6) = 15

4d6 ⇒ (2, 4, 1, 2) = 9

not horrible...(; ̄Д ̄)


12, 14, 15, 11, 13, 8.

16pb. Not what I'd have picked out otherwise, but I suppose I can work it. I'll have to pick up a race with bonuses and penalties in just the right places though.


HighonHolyWater wrote:
I prefer everyone to be even. 15 or 20pts either way. Pt buys get so skewed and especially suck when gm says you must take the rolls

i agree if the power difference is far to varied like rorek55with that 46 point..(ノಠ益ಠ)ノ彡┻━┻ ill just have it be 20 point buy this is my first GM online so still trying to see what a good balance is...so much easier when GMing face to face...sorry if im getting some people frustrated with this...└(○`ε´○)┘


Not frustrated at all, personally. Finding your step online takes time and practice, same as real life. It's worse learning it online, as the things you've learned are good ideas to do face-to-face are not neccesarily conductive to a good online game experience, and having to unlearn habits are annoying and hard.


Rorek only gets 46 points if you aren't taking away the lowest. I thought it was 4d6 drop lowest.


Rorek's stats would be
14, 13, 12, 12, 15, 13
if you dropped the lowest, a healthy 22 point buy.


HighonHolyWater wrote:
Rorek only gets 46 points if you aren't taking away the lowest. I thought it was 4d6 drop lowest.

oh right i forgot about that lol ty

Silver Crusade

I'm fine with using Pt.Buy, I just can't resist tempting the dice gods with rolls haha.

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