KageNoRyu's Untitled Campaign

Game Master KageNoRyu


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Pathfinder Adventure, Rulebook Subscriber

I'm looking for players for a darkmoon vale campaign which is primarily play by post.

The game will be held via play by post (I'm currently deciding between 2 possible solutions there 1 is a wave like solution and another a more forum like solution). In between it is possible that there are also IRC sessions (but that depends on time,... and would only be in between if at all the primary goal is a play by post session).

Races: Core (all paizo published) and rift publishing races are allowed (this also includes the dragon species tainim). For other races approval would be needed.

Classes: Core, advanced classes,.... (only thing I have a dislike for are the more technological inspired classes which need approval to be in).

Start level: 1. HP rolls for all levels are maxed.
Traits, drawbacks are takeable (got ultimate campaign).
Alignment: All takeable with only one requirement: No autokills thus characters should be able to work together.
Heirloom items: Possible but need background reasons,... (Info: Heirloom items are start-magical items that serve as plothooks also. They can be got for free but are gm approve. For example tainim and other monster races can get an item that allows them to attain a humanoid shape as else they will have problems entering cities until at least level 3 in the case of tainim).

Rulebook limitations: Currently none in place as I got quite a few and can buy what I need.

Place: Darkmoon vale with the campaign there being played.

Tools: I'm going to use 1 wiki/forum for progress and infos and a possible additional forum (forum or wiki) or forum/chat hybrid (wave) for the game itself.

As a few warnings there: The play by post should be relatively fast thus more than 1 post per day. Additionally I'm coming from the storytelling section of games so the game will be slower in pace than normal "only" rpg games and more interactions there for haggling,... (additionally I'm more used to IRC games than play by post).


Were you planning on running this here or on some other forum?

Can you also give some more details about character creation? Starting stats method? Starting gold? Feelings about crafting?


Anon A Mouse wrote:

Were you planning on running this here or on some other forum?

Can you also give some more details about character creation? Starting stats method? Starting gold? Feelings about crafting?

Ha, was just about to ask.


Pathfinder Adventure, Rulebook Subscriber

Hi
Good questions there. Tbh until your question I overlooked that also pazio has its own pbp tool ^^

For tools I thought about using a combination (possibly also only 1):
* rpol.net for chat
* obsidian portal for informations / npc infos / known infos / ...
(although I'm currently also testing if obsidianportal would offer enough functionality for a pbp game to be held over it).

----------------------------------------------------------------

Stats: 3d6 + 6 with the lowest dice being dropped (rolled 6 times and then distributed to fit the character best).
Starting gold: Max for the class
Number of players in the group: 3-5 (1 I know is going to join but won't post here, he is from one of the chatgroups I run).

Crafting: Can you explain what you mean there? I GUESS there are some problems that turned up in some groups with it? (so far I only had one dwarfen crafter (smith) in a RL group and saw no problems turning up there )


Pathfinder Adventure, Rulebook Subscriber

On the note of the playing system: if someone has good experience with the paizo pbp system I'm open there (instead of rpol.net being used).

Obsidian portal is good for storing informations though (thus which informataions about npcs has been gained,...) thus that one I'll use to keep up with infos the group gains ingame


I've only tried the paizo system, so I have nothing to compare it to. I like it well enough though; the built in formatting things (spoiler tags, ooc comments, dice roller, etc) are nice.

As for crafting, it's not that there have been problems necessarily (there may have been, but if so, I'm not aware of them). It's just that some DMs don't allow it for various reasons, one of which being how long it takes to craft items. Another is probably that some DMs don't like the discount you get for crafting items as opposed to buying them straight out. I was wondering because I was considering making a ranger with craft(bows) and craft(alchemy), the latter probably largely for poison.


Pathfinder Adventure, Rulebook Subscriber

In my RL round I've played a ranger with craft bows^^

I see no reason to disallow it (the time consumation is the balancing part of crafting as far as I see). One question for that build: wouldnt you also need knowledge nature (or profession herbalist) to know which plants to have the properties you need for creating your potions?

Paizo system: Then we use that one (seen a few examples and looked at rpol.....paizo is better in terms of formating there). How are characters handled there? seen a few posts that looked almost like full sheets posted

So summary:
--------------------------------------------------

Crafting: Allowed

System: Ingame via paizo, informations like NPC infos will be gathereed at obidian portal (thus it will be a knowledgebase).

Number of Players: Looking for 3-4 additional ones.

Stats: 3d6 + 6 with the lowest dice being dropped (rolled 6 times and then distributed to fit the character best).
Starting gold: Max for the class.

Races: Core (all paizo published) and rift publishing races are allowed (this also includes the dragon species tainim). For other races approval would be needed.

Classes: Core, advanced classes,.... (only thing I have a dislike for are the more technological inspired classes which need approval to be in).

Start level: 1. H
P rolls for all levels are maxed.
Traits, drawbacks are takeable (got ultimate campaign).
Alignment: All takeable with only one requirement: No autokills thus characters should be able to work together.
Heirloom items: Possible but need background reasons,... (Info: Heirloom items are start-magical items that serve as plothooks also. They can be got for free but are gm approve. For example tainim and other monster races can get an item that allows them to attain a humanoid shape as else they will have problems entering cities until at least level 3 in the case of tainim).

Rulebook limitations: Currently none in place as I got quite a few and can buy what I need.

Place: Darkmoon vale with the campaign there being played.


stats: 3d6 + 6 ⇒ (2, 4, 5) + 6 = 17 15
stats: 3d6 + 6 ⇒ (1, 4, 1) + 6 = 12 11
stats: 3d6 + 6 ⇒ (4, 5, 3) + 6 = 18 15
stats: 3d6 + 6 ⇒ (4, 3, 2) + 6 = 15 13
stats: 3d6 + 6 ⇒ (3, 4, 5) + 6 = 18 15
stats: 3d6 + 6 ⇒ (6, 5, 3) + 6 = 20 17

also since this is 4 modules put together to make up a short story, how long do you expect this to take and how much emphasis do you put on roleplay?

You say advanced allowed? So that means hybrid classes and base classes? And you say you are not a fan of technological classes? Does that mean stuff like gunslinger, alchemist, etc.


Pathfinder Adventure, Rulebook Subscriber

In my rl games and irc games ism not only doing those four but also intermediate adventures....not sure how fast it is possible with pbp so those four are the target for now with option open for additional adventures thrown in depending on how fast things go (iam used to rl and irc games mostly).
Like i mentioned....hope i have. Iam from the storyteller side of rp so iam always putting a heavy emphasis also on rp (maybe misunderstood your question though do you mean playing things out or how combat heavy?).

For technology: alchemist i have no probs with. Gunslinger mech users,.... Are (most of the time not really feeling like fantasy. That is what i meant there. If a rulewise robotic pet is a golem fluffwise got no probs with it. But C3-PO in a medieval castle just feels wrong to me.

Hybrid classes are allowed


KageNoRyu wrote:

In my RL round I've played a ranger with craft bows^^

I see no reason to disallow it (the time consumation is the balancing part of crafting as far as I see). One question for that build: wouldnt you also need knowledge nature (or profession herbalist) to know which plants to have the properties you need for creating your potions?

You say that like you think a statement of where I want to put 2/(6 or more) of my skill points is my entire character... :-P

And I guess a better question is, is there going to be time for crafting in the campaign? I know the first two modules have kind of a time constraint, but that says nothing about between modules. And how do you feel about crafting before the game starts (AKA assume some stuff in character creation was crafted)?

Dice:
3d6 ⇒ (1, 1, 6) = 8 13
3d6 ⇒ (5, 6, 5) = 16 17
3d6 ⇒ (5, 2, 1) = 8 13
3d6 ⇒ (3, 6, 6) = 15 18
3d6 ⇒ (6, 1, 1) = 8 13
3d6 ⇒ (3, 3, 3) = 9 12


yes I did mean playing things out, games can be combat low, but also still be roleplay low. I'm was just wandering because DMs that DM modules do vary upon roleplay, considering they are short, some have none at all, while others have plenty.


Pathfinder Adventure, Rulebook Subscriber

Crafting before character creation: depends on what as the balancing aspect of time consumptiob disappears.

Between most modules there should be at least a couple of days or weeks ingame time. So time should be there.

Roleplaying: then i understood correctly. I tend to play things out so roleplay heavy. But currently reducing thst a bit so trying to find a new good balance
(I had been toooo rp heavy in the past so strongly ecen that hollows last hope took over 2 months in a rl group to be played out. Band that one is a really short adventure in reality)
So yes rp heavy but by far not as much as in the past.


I think you underestimate how long crafting takes. To craft a Composite longbow with +0 strength bonus (worth 100 gold), assuming you get a 25 on the craft check each time (which is probably a pretty high roll), will take ~3 weeks. Even a regular longbow (75 gold) takes about that long.

I think I might just scrap the crafting stuff, so it wouldn't matter too much anyway.


Pathfinder Adventure, Rulebook Subscriber

No not really. That is why i said weeks normally between modules.

Module 1&2 have tje shortest gap there


Quick question. "Paizo System" does that mean here on these forums Play by Post?

If so:

3d6 + 6 ⇒ (3, 4, 3) + 6 = 16>13
3d6 + 6 ⇒ (1, 6, 2) + 6 = 15>14
3d6 + 6 ⇒ (4, 4, 2) + 6 = 16>14
3d6 + 6 ⇒ (4, 1, 6) + 6 = 17>16
3d6 + 6 ⇒ (1, 3, 2) + 6 = 12>11
3d6 + 6 ⇒ (1, 4, 4) + 6 = 15>14

Hmmmmm what to play what to play.

Would the Darkmoon Vale prejudice against lycanthropes make playing a Hengyokai difficult.


Pathfinder Adventure, Rulebook Subscriber

As far as i know darkmoon has mostly a werewolf problem and not one with the other lycanthropes.

So the natural form of a dog one could easily result in people getting silvery forks and weapons out to defend themselves against the monster.

For the others the difference to a werewolfs shape is big enough to not cause problems most of the time.

For system: yes meant the paizo forums.


Pathfinder Adventure, Rulebook Subscriber

Any further questions?

Sczarni

I would be interested if you play here on Paizo PBP but I dont have the time to do IRC.


Pathfinder Adventure, Rulebook Subscriber

It is for a PBP game (I only mentioned IRC games as a comment that I'm more used to those than to PBP games). Playin glocation would be here on the paizo forums

Sczarni

Also would the advanced class guide be allowed? I would probably do either a wizard or shaman.


Pathfinder Adventure, Rulebook Subscriber

Yes the advanced class guide would be allowed

Sczarni

1: 3d6 + 6 ⇒ (5, 1, 4) + 6 = 16 15
2: 3d6 + 6 ⇒ (5, 5, 2) + 6 = 18 16
3: 3d6 + 6 ⇒ (5, 1, 2) + 6 = 14 13
4: 3d6 + 6 ⇒ (2, 6, 6) + 6 = 20 18
5: 3d6 + 6 ⇒ (4, 3, 1) + 6 = 14 13
6: 3d6 + 6 ⇒ (3, 4, 4) + 6 = 17 14

How much time do I have to put something together?


Interested in doing a skill monkey slayer or a bloodrager depending on party needs.
1: : 3d6 + 6 ⇒ (2, 1, 5) + 6 = 14
2: : 3d6 + 6 ⇒ (3, 1, 5) + 6 = 15
3: : 3d6 + 6 ⇒ (1, 3, 6) + 6 = 16
4: : 3d6 + 6 ⇒ (5, 4, 4) + 6 = 19
5: : 3d6 + 6 ⇒ (4, 5, 5) + 6 = 20
6: : 3d6 + 6 ⇒ (2, 5, 2) + 6 = 15


3d6 + 6 ⇒ (6, 3, 2) + 6 = 17
3d6 + 6 ⇒ (5, 4, 3) + 6 = 18
3d6 + 6 ⇒ (3, 3, 5) + 6 = 17
3d6 + 6 ⇒ (5, 3, 5) + 6 = 19
3d6 + 6 ⇒ (3, 5, 4) + 6 = 18
3d6 + 6 ⇒ (5, 1, 4) + 6 = 16

Wow... Those rolls... I guess anything can be built with that, but KageNoRyu I am actually more interested in knowing more about the tone of the game - why Darkmoon Valley, for example, what drew you there? What is the expected character progress, if there is one, and stuff like if you're planning on starting from scratch without we knowing each other, if there is a plot hook, etc.

Stuff like that would help me cement what I would like to play :D

Sczarni

Are archtypes ok?


Pathfinder Adventure, Rulebook Subscriber

@Wondering_Monster: I would say at midweek up to next weekend for time. Archetypes: Mostly yes (don't know too many 3rd party archetypes, only paizo and rift archetypes and those are absolutely ok, other 3rd party aside from rift I dont know enough)

@albion: Darkmoon was the first part where I ever played in the golarion universe. I like the style in and around falcons hollow. Somemthing dark with a few slight slices of hope and light. Character progress: What do you mean there? For teh characters knowing eacch other or not: That depends for me on the characters themselves for some it can be that they know each other for others it can be unrealistic. Plot hook: What do you mean there?


KageNoRyu wrote:
@albion: Darkmoon was the first part where I ever played in the golarion universe. I like the style in and around falcons hollow. Somemthing dark with a few slight slices of hope and light.

That is already helpful - dark with slices of hope and light is something I enjoy ;)

KageNoRyu wrote:
Character progress: What do you mean there?

I mean stuff like as far into levels we will get, since it may make a difference in the mechanics one takes for your character and stuff like that.

KageNoRyu wrote:
Plot hook: What do you mean there?

I guess I was wondering if there is a particular reason for the characters to be in Falcon's Hollow, or if we would simply work that out for ourselves ;)

-----

Ok, now for crunch stuff, and for my organization:

Stat rols are: 15, 15, 14, 16, 15, 15

I've been wanting to try out the warpriest, so I am leaning towards going for it. Plus I love dwarves so... I think I see something shaping up :D


3d6 + 6 ⇒ (5, 3, 1) + 6 = 15 14
3d6 + 6 ⇒ (4, 2, 4) + 6 = 16 14
3d6 + 6 ⇒ (6, 4, 2) + 6 = 18 16
3d6 + 6 ⇒ (1, 6, 5) + 6 = 18 17
3d6 + 6 ⇒ (1, 2, 2) + 6 = 11 10
3d6 + 6 ⇒ (2, 2, 1) + 6 = 11 10

I'll give this a shot. I'll have some better idea for a character later.


Pathfinder Adventure, Rulebook Subscriber
Albion, The Eye wrote:
KageNoRyu wrote:
@albion: Darkmoon was the first part where I ever played in the golarion universe. I like the style in and around falcons hollow. Somemthing dark with a few slight slices of hope and light.

That is already helpful - dark with slices of hope and light is something I enjoy ;)

KageNoRyu wrote:
Character progress: What do you mean there?

I mean stuff like as far into levels we will get, since it may make a difference in the mechanics one takes for your character and stuff like that.

KageNoRyu wrote:
Plot hook: What do you mean there?

I guess I was wondering if there is a particular reason for the characters to be in Falcon's Hollow, or if we would simply work that out for ourselves ;)

-----

Ok, now for crunch stuff, and for my organization:

Stat rols are: 15, 15, 14, 16, 15, 15

I've been wanting to try out the warpriest, so I am leaning towards going for it. Plus I love dwarves so... I think I see something shaping up :D

Levels: Not exactly sure but planingwise it should go to and after lvl 7 (not sure how fast it goes but the modules themselves are going to those lvls and upwards).

Plot hook: Aside from character hooks there is a call for help from falcons hollow as a worg is terrorizing the area near the darkwood.


And I'm all done.

BAckstory:
Born a slave in a dark secret room deep underground in the boudoir of a powerful Drow mistress it was already decided long before BErry was born her status in life. Immediately given to the slave pits to grow before the mistress found a use for her (other than feeding the carnivorous slaves or as entertainment) where she was raised by the halflings their and onstensibly given her name.

While harsh her childhood was hardly the worst many could ask for. She was fed, kept safe from the dangers of the shadowlands and cared for as much as anyone could be slaving under the cruel and callous dark elves.

When she came close of age her sheer physical capability was noted and her talent for magic became apparent. The mistress decided to put her to use as a unique form of entertainment in the gladiatorial arenas as a form of showing female Drow superiority. That even this half blooded waste of flesh could still best her rivals slaves in the circle.

While she hated the bloodshed she did like the attention, and especially the women who occasionally paid her a visit. This gave her an ego boost that she originally never had before and unfortunately made her do things that were far above her station. A crime that means death.

After a sexual advance towards a priestess went bad Berry was imprisoned and sentenced to be sacrificed to demons. Deciding that a life in the tunnels was a preferable option she overpowered the guards and fled to the surface.

Alone, and terrified of civilized societies BErry spent much of her time exploring and surviving the sun emblazoned wilderness of the surface world, full of brightness, and life that was at once brilliant and overwhelming.

Yet, in this calm and sometimes cruel life she learned that pain, fear, love, life, and death were mere parts of the natural order of which all were a part of. She found peace in this and over time this peace and meditation sparked in her innate magical powers druidic abilities.

With confidence she explored her plains realm as a predator, stalking and taking prey when she was hungry, or needed to defend her meager home from dangerous predators. She told herself that she did not miss civilized life. But, when she came across hunters who had just taken down a massive mother lion and saw the trappings of civilization her heart started to ache for good food, a warm bed, and the company of women. She approached them, talked briefly about them and their profession, and walked away with a cub destined to die.

Ever since she has found a compromise between enjoying the fruits of civilization but living a life spent mostly in the wild away from the problems that a civilized life causes. As a professional hunter she uses her skills from the ring to slay creatures that cause problems and in turn gets money to spend on nice clothes, food, and the ability to go into places where women of a certain mindset might be found.

Appearance and PErsonality:
Berry is an average sized half elf with a highly tuned athletic physique she likes to show off when not in her full gear. Her hair and eyes are a black so deep as to almost be blue while her skin is an ashen gray. Most of her accoutrements are things bought, found, or stolen from the surface save her falchion, an old companion from her gladiator days.

Berry is abrasive without being offensive. The sort of person who slaps you on a hard back and gives broad smiles at you while you attempt to breathe again. While she enjoys loud parties and excess debauchery she's much more appreciative of silence and tranquiility particularly when she's at work. She has no real prejudice's having been raised among a mixed company of slaves and monsters alike. She has no problems with gender either though she exclusively prefers the company of women.


Sorry but I think I'm going to have to withdraw from this. I'm just really not feeling my character.

Best of luck to everybody! I'm sure you'll have fun.


Hello.

Gnomezrule here. This is my alias Bhoors Thistledown. Bhoors is a switch hitter for now though he is heading for archery all the way.


Pathfinder Adventure, Rulebook Subscriber

Berry: Looks nice. Although a questin the deity: Green do you mean the green mother there??

Bhoors: Interesting choice there (didnt see that one in action so far in pathfinder)


I think I meant the green philosophy or way I can't remember the actual name of it.


I think this is what speaking of The Green faith


KageNoRyu wrote:

Berry: Looks nice. Although a questin the deity: Green do you mean the green mother there??

Bhoors: Interesting choice there (didnt see that one in action so far in pathfinder)

Is it the switch hitter to archery?


Pathfinder Adventure, Rulebook Subscriber

Bhoors: Yes the green faith probably (just saw the philosophy for the first time)

For the switch hitter: I've seen a fighter who specialises in 2 weapons and uses light crossbows but so far didn't see a fully specialised archery ranger so far^^ so will be intersting to see one in action.


Working on an Arcanist, here are my rolls.
3d6 + 6 ⇒ (1, 3, 6) + 6 = 16
3d6 + 6 ⇒ (5, 3, 3) + 6 = 17
3d6 + 6 ⇒ (4, 2, 2) + 6 = 14
3d6 + 6 ⇒ (1, 2, 2) + 6 = 11
3d6 + 6 ⇒ (6, 1, 5) + 6 = 18
3d6 + 6 ⇒ (1, 4, 5) + 6 = 16


Here's my submission, Milo Starfinder the Halfling Arcanist.
Stats:

Spoiler:
Male Halfling Arcanist 1
CG Medium Humanoid (Halfling)
Init +9; Senses; Perception +4
Arcane Reservoir 4/4
====================
Defense
====================
AC 14, touch 14, flat-footed 11 (+3 Dex, +1 Size)
HP 8/8
Fort +3, Ref +4, Will +4/6(Against Fear)
CMD 11
====================
Offense
====================
Speed 20 ft.
Melee
Dagger +0 1d4-1
Range
Light Crossbow +4 1d6
BAB +0
CMB -2
====================
====================
Statistics
====================
Str 8, Dex 17, Con 14, Int 15, Wis 12, Cha 19
Skills Acrobatics +6, Knowledge(Arcana) +6, Perception +4, Spellcraft +6, Stealth +6,
Languages Common, Halfling, Elven, Gnome, Dwarven
Traits Reactionary; Volatile Conduit
Feats: Improved Initiative
Exploits: Flame Arc

Spells:
Spoiler:

====================
Cantrips
====================
Dancing Lights; Detect Magic; Message; Read Magic
====================
Lvl 1 Spells
====================
2/2
Mage Armor, Magic Missile, Color Spray, Burning Hands


Special Abilities:
Spoiler:

Arcane Reservoir: An arcanist has an innate pool of magical energy that she can draw upon to fuel her arcanist exploits and enhance her spells. The arcanist's arcane reservoir can hold a maximum amount of magical energy equal to 3 + the arcanist's level. Each day, when preparing spells, the arcanist's arcane reservoir fills with raw magical energy, gaining a number of points equal to 3 + 1/2 her arcanist level. Any points she had from the previous day are lost. She can also regain these points through the consume spells class feature and some arcanist exploits. The arcane reservoir can never hold more points than the maximum amount noted above; points gained in excess of this total are lost.
Points from the arcanist reservoir are used to fuel many of the arcanist's powers. In addition, the arcanist can expend 1 point from her arcane reservoir as a free action whenever she casts an arcanist spell. If she does, she can choose to increase the caster level by 1 or increase the spell's DC by 1. She can expend no more than 1 point from her reservoir on a given spell in this way.
Flame Arc: The arcanist can unleash an arc of flame by expending 1 point from her arcane reservoir. This creates a 30-foot line of flame that deals 1d6 points of fire damage + the arcanist's Charisma modifier, plus an additional 1d6 points of fire damage for every 2 levels beyond 1st (to a maximum of 10d6 at 19th level) to each target in the line. Creatures in the area of effect may attempt a Reflex saving throw to halve the damage.
Consume Spells: At 1st level, an arcanist can expend an available arcanist spell slot as a move action, making it unavailable for the rest of the day, just as if she had used it to cast a spell. Doing this adds a number of points to her arcane reservoir equal to the level of the spell slot consumed. She cannot consume cantrips (0 level spells) in this way. Points gained in excess of the reservoir's maximum are lost.

Gear:
Spoiler:

1 Light Crossbow(35 gold, 4 lbs), 40 Crossbow Bolts(4 gold, 4 lbs), 1 Dagger(2 gold, 1 lb), 1 Potion of Cure Light Wounds(25 gold), 1 Spellbook, 1 Blanket(5 silver, 3 lbs), 1 Scroll of Magic Missile, 3.5 gold

Background:
Spoiler:
Milo Starfinder is the son of wealthy traders who have settled down in Kaer Maga. His loving parents encouraged his magical talents by getting the best possible training at the Arcanist’s Circle. He was found to have both talent and a passion for learning unrivaled by any other student. After becoming a talented arcanist in his own right, the urge to wander struck him and he left the city. Since then, he has made his name as a powerful mage, travelling Avistan to learn more about his unprecedented arcane power. Recently he has travelled to Darkmoon Vale, looking to assist the residents of the region and hopefully pick up some new tricks along the way.

Appearance and Personality:
Spoiler:
A tall Halfling(by Halfling standards), he has naturally quick reflexes but lacks much physical strength thanks to too much time spent in universities. His short black hair gleams in sunlight, as does the various trinkets that stick out of the pockets of his surprisingly clean robes.
His intelligence and natural talent have given him incredible confidence in his abilities, and he even takes his unnatural luck for granted. Incredibly optimistic and slightly absent-minded, Milo attempts to make friends with everyone he meets and attempts to avoid hurting people unless he has to.


Bhoors Thistledown wrote:
I think this is what speaking of The Green faith

That's the one.


Bhoors Thistledown wrote:
KageNoRyu wrote:

Berry: Looks nice. Although a questin the deity: Green do you mean the green mother there??

Bhoors: Interesting choice there (didnt see that one in action so far in pathfinder)

Is it the switch hitter to archery?

The last ranger i played was pre Desolation of Smaug so I liked the idea of an archery ranger i just did not by into the whole using one in melee like snap shot. However having watched a pair of elven archers I thought it looked cool. So this time I figured I would try it out here to see how it goes.


Got an idea for a sorcerer taininim
3d6 + 6 ⇒ (1, 5, 4) + 6 = 16
3d6 + 6 ⇒ (3, 6, 5) + 6 = 20
3d6 + 6 ⇒ (5, 5, 3) + 6 = 19
3d6 + 6 ⇒ (3, 5, 6) + 6 = 20
3d6 + 6 ⇒ (6, 6, 1) + 6 = 19
3d6 + 6 ⇒ (1, 4, 6) + 6 = 17

The Exchange

Posting to show interest, I hope I'm not too late for that. I will get a character concept up later tonight.


Takato wrote:

Got an idea for a sorcerer taininim

3d6 + 6
3d6 + 6
3d6 + 6
3d6 + 6
3d6 + 6
3d6 + 6

That's some good rolling.

The Exchange

Pretty happy with this and all:

3d6+6=18, 3d6+6=17, 3d6+6=12, 3d6+6=19, 3d6+6=13, 3d6+6=15

3d6+6 → [5,1,6,6] = (18) > 17
3d6+6 → [5,1,5,6] = (17) > 16
3d6+6 → [2,1,3,6] = (12) > 11
3d6+6 → [3,4,6,6] = (19) > 16
3d6+6 → [2,2,3,6] = (13) > 11
3d6+6 → [3,5,1,6] = (15) > 14

I'm going to be making a Human Swashbuckler. Going to get that posted ASAP.

Scarab Sages

Stat: 3d6 + 6 ⇒ (6, 2, 2) + 6 = 16 - 2 = 14
Stat: 3d6 + 6 ⇒ (2, 2, 2) + 6 = 12 - 2 = 10
Stat: 3d6 + 6 ⇒ (4, 2, 1) + 6 = 13 - 1 = 12
Stat: 3d6 + 6 ⇒ (4, 2, 5) + 6 = 17 - 2 = 15
Stat: 3d6 + 6 ⇒ (3, 2, 4) + 6 = 15 - 2 = 13
Stat: 3d6 + 6 ⇒ (4, 3, 6) + 6 = 19 - 3 = 16

The Exchange

I really, really dislike how the profile avatar makes stuff slide over like that.

I wish that the text started below it, but I'm going to write this little bit to make sure that the spoiler tags do appear in a row right down the page.

And this little bit.

Here's what I've got so far.

Appearance and Personality:
Lux is a freckly girl with red-orange hair and hazel eyes. Her hair is usually kept in a haphazard bun. She stands five foot six and can usually be found wearing a tri-corner hat, though sometimes it’s hooked around her neck on a cord or tied at her side. She’s often described as attractive and makes no qualms about telling others. Her pride is perhaps her most noteworthy quality.

Crunchy:

Lux
Female Human Swashbuckler 1
CG Medium Humanoid (Human)
Init +10; Senses Darkvision N/A , low-light vision N/A;
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Defense
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AC 16, touch 13, flat-footed 13 (+3 armor, +4 Dex, +0 size, +0 dodge)
HP 15 (1d10+2);
Fort +2 Ref +6, Will +0
Defensive Abilities None; DR None; Resist None; SR None
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Offense
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Speed 30 ft.
Melee Rapier +5 (1d6+3/18-20/x2)
Ranged light, crossbow +5 (1d8 /19-20/x2)
Special Attacks None
Spell-Like Abilities None
Spells Known None

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Statistics
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Str 17 [+3], Dex 18 [+4], Con 14 [+2], Int 11 [0], Wis 11 [0], Cha 16 [+3]
Base Atk +1; CMB+4; CMD17
Feats Toughness, Improved Initiative
Traits Reactionary (+2 to Init checks), Charming (You gain a +1 trait bonus when you use Bluff or Diplomacy on a character that is (or could be) sexually attracted to you, and a +1 trait bonus to the save DC of any language-dependent spell you cast on such characters or creatures.) Seeker ( You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.)
Drawbacks Pride (When someone threatens, accuses, or challenges you, you take a –2 penalty on Diplomacy checks and Sense Motive checks involving that creature until the creature apologizes to you.)
Skills Acrobatics [DEX] +8; Bluff [CHA] +7; Perception [WIS] +5; Escape Artist [DEX] +8
Racial Modifiers +2 DEX
Languages Common

Combat Gear Studded Leather Armor, Crossbow, Rapier; Other Gear Backpack, Bedroll, Belt Pouch, Flint/Steel, Iron Pot, Mess Kit, Rope, Torches (10), Trail Rations (5 Days), Waterskin
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Special Abilities
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Human Bonus Feat: Extra feat at first level
Deeds: Swashbucklers spend panache points to accomplish deeds. Most deeds grant the swashbuckler a momentary bonus or effect, but some provide longer-lasting effects.
Panache : At the start of each day, a swashbuckler gains a number of panache points equal to her Charisma modifier (minimum 1). Her panache goes up or down throughout the day, but usually cannot go higher than her Charisma modifier (minimum 1), though feats and magic items can affect this maximum.
Swashbuckler Finesse: At 1st level, a swashbuckler gains the benefits of the Weapon Finesse feat with light or one-handed piercing melee weapons, and she can use her Charisma score in place of Intelligence as a prerequisite for combat feats. This ability counts as having the Weapon Finesse feat for purposes of meeting feat prerequisites.

Fluffy:

Lux is the daughter of a merchant father and a dressmaker mother from the city of Absalom. Her father did much of his trading by sea and sometimes he would take Lux along with him. When she was eight they were beset by pirates while trying to avoid the Eye of Abendego. The pirates injured her father and took what cargo they could—she tried to raise a sword against them only to have them knock her out.

When she came to the pirate captain’s large tri-corner hat was resting atop her little head. That event is what led to her drive to never be taken advantage of again.

As a very small girl she had bad asthma and her mother would tell her tales of brave heroines and adventure while trying to help her daughter get through the night breathing easy. She eventually outgrew most of the effects of her asthma, but her love of adventure and travel and her want to be like the women in the stories caused her to leave home at the age of twenty on one of her father’s vessels in search of a way to write her own stories.

I will flesh out her gear a little more later.


Pathfinder Adventure, Rulebook Subscriber
Cardboard Tube Knight wrote:
Posting to show interest, I hope I'm not too late for that. I will get a character concept up later tonight.

nope not too late, like I said I'll wait till this WE until I call a close. So far I think about 4-5 chars in total that are modelled out / being modelled


Still needing to choose traits and finish equipment/crunch, but should have this character completed by the deadline.


Appearance:

Humanoid form:
Daedron is a thin and slightly pale looking elf male with blonde hair that goes down to his shoulders. He is quite nice looking although he is relatively small for an elf reaching only 5ft 6in.
What is quite unique is a large clawlike scar on his back that has an aequivalent looking scar right on his chest.

He wears a slightly oversized round hat with a swan feather on top of it. He has brownish trousers and a white shirt and a reddish cape.

Dragon form:
In his true form the being who calls himself daedron but doesnt remember his true name (if he has one even!) looks like a golden dragon half the size of a human being with wings that are too weak to support him for full flight. His eyes are bright red and those of a reptile and he has horns on top of his head. His claws seem quite fragile though but he is able to bend them and use them like hands.

What is quite unique is a large clawlike scar on his back that has an aequivalent looking scar right on his chest.

Personality:
Daedron is curious (some like the clerics say that he is too curious) as he has forgotten so much about himself and the world he is trying to find out all he can and in case he forgets again he is writing into his book all things that he finds interesting and intriguing. Especially the behaviours of the humanoids are strange to him and he is writing them down continuously and tries to mimic them which can lead to quite some strange occurances as just after leaving the monastery he met a couple and thought that all humanoids aside from clerics greet one another like those two did which lead to HIM having to apologize which he does not EVER want to do again! He is quite prideful and does not want to do anything that he sees below him (especially apologizing). Also thanks to his haunted past he has a thing for loyality, which leads him to be quite loyal almost to a fault at least as long as someone does not cross him. If that happens then
that one will feel what a reptile understands under revenge even if
he goes at it with the typical dragons attitude of him having time
to take it and take it right.

stats:
"Daedron"
Male Tainim Sorcerer (Trueblood sorcerer)
LN Small in true form else Medium Humanoid (Elf)
Init +2; Senses Darkvision In dragon form only , low-light vision In both forms;
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Defense
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AC 12(15 dragon), touch 12, flat-footed 10 (+2 armor (dragon form), +2 Dex, +1 size (dragon form), +0 dodge)
HP 15 (1d10+2);
Fort +2 Ref +6, Will +0
Defensive Abilities None; DR None; Resist None; SR None
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Offense
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Speed 30 ft.
Melee Quarterstaff (+3, 1d6+4 or double: -1(-5): 1d6+3/1d6+1)
Unarmed: (+3, 1d3+3 nonlethal)
Bite (Dragonform): +3, 1d4+4
Ranged
Special Attacks Breath weapon (fire cone, 1d6 useable all 1d4 rounds reflex save: DC 10+1/2 lvl+CON mod: Useable: 3+charisma: )
Spell-Like Abilities None
Spells Known (concentration: +6, melee touch: +3, ranged touch: +2)
0th (at will): acid splash, detect magic, read magic, spark
1st (5/day): mage armor, magic missile

Draconic Essence: Regal: Fire must make will save to take actions he thinks of demeaning or embarassing DC: 10+1/2 lvl + CHA:
Resistances (Dragon form): +5 fire

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Statistics
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Str 17 [+3], Dex 15 [+2], Con 18 [+4], Int 16 [+3], Wis 15 [+2], Cha 20 [+5]
Base Atk +0; CMB+3; CMD15
Feats: Forgotten past (Story)
Traits: Highlander (hills or mountains +1 stealth, stealth alwys class skill, double in hilly or rocky areas), Orphaned (+1 survival, survival class), Reincarnated (+2 saving against fear and death)
Drawbacks: Pride (-2 diplo and sense motive vs those who treaten accuse or challenge you until they apologize)
Skills: Knowledge (arcana): +7 (1 lvl), Perception: +12 (1 lvl), Spellcraft: +7 (1 lvl), Stealth: +7 (1 lvl), Survival: +7 (1 lvl)
Languages: Draconic, Common, Celestial, Infernal, Abyssal

Combat gear:
Quarter staff
Other gear:
Board games Chronicler's kit 4.5 lbs
Explorer's outfit (Free) -Money 4.4 lbs
Quarterstaff 4 lbs
Sorcerer's kit 19 lbs
Chroniclers kit(4.5 lbs)
Hourglass (1 hour) (1 lb)
Albacus (2 lbs)
2 fine wine bottles (1.5 lbs)
2 potions of heal light wounds
Heirloom item:
Beautiful amulett made out of gold with reddish inlays forming the runes: Kagaav do muneyd buld (Amulet of humanoid form): Lets him take on the form of a male elf twice per day.

Gold: 65 GP

background:
He still remembered her smell and the feel of her claws
that ripped through his back and straight out of his chest
as golden scales turned a tained red. And the laugh of
the male red dragon when he awoke for the first time.
Even though he had trashed around in his righteous
wrath the clerics who had found him managed to calm
him down and explain to him that they had found him in
a long forgotten ruined cave amongside rubble and
gigantic skeletons. They called it a miracle of the gods
but he knew better he still heard the voice a female
voice the voice of a goddess ring in his ears that that
which has fallen shall rise again. He had forgotten
almost everything aside from the betrayal and after a
short while he came back to his strength and traveled
from the monastery to where they had found him. He
found mostly rubble and the skeletons of a few
humanoids and a dragon.....he instinctively knew that
that was his skeleton or the destroyed remains of it.
when he came back to the monastery he had an
amulett with him the sole thing he had found inside the
rubble of the old destroyed lair. He knew what he
wanted to do. He wanted to find out what happened,
who betrayed him and why and make them pay for it
AND also he wanted to know why he came back. That
was 2 years ago and the clerics had in their kindness
thought him a few things during this time, one of them
being common which he hadn't known before. He set
out and traveled westward to Andoran and falcons
hollow and the five king mountains as something within
him told him that he would find answers there.

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