Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
Loot Tracking Sheet


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I know doing a Gunslinger is a bit out of the norm. But I really wanted
to try something a bit different.

I'll work up a character page and stats tomorrow. Only had time for the background.

Thanks for your consideration.

Character Name: Rex Kayn
Race: Human
Class: Gunslinger, Pistolero (Archetype)
Campaign Traits: Chance Encounter, [other trait]

Background:

Rex grew up in the bleak fortress city of Kenabres. He grew up in the outer Gate District with his parents and four siblings of which he was the youngest. His oldest brother had been killed during the fourth crusade as a soldier in the service of Kenabres. Rex was proud that his brother died a hero. His sacrifice along with his fellow crusader brothers allowed Kenabres to survive another day.

Rex was determined to join the crusaders once he became of age, however he was told by recruiters that because of his lack of raw strength, he would not be able to join. They advised him to serve the cause in another capacity such as a servant, cook or a quartermaster. None of these occupations however were likely to find any glory for the young Rex.

An undeterred Rex trained on his own, never giving up his dream to join the crusaders. However time after time he was turned away. It was then Rex came up with a plan to show the recruiters just how brave and resourceful we was. He devised a plan to sneak out of the city, under the cover of night and reconnoiter an enemy camp undetected to gather vital intelligence. He would then return to the city and present his findings to the crusaders. With such valuable information, Rex was sure he would be accepted with open arms.

Rex's plan did not turn out as he expected. Once outside the safety of the city, Rex was set upon by a band of cultists. After a brief struggle, Rex was captured and drug back to their camp for an integration and worse horrors. However fate intervened for the young Rex, just as the cultists were ready to start the interrogation, a young woman appeared amongst the cultists. She quickly barked orders at them and a few minutes later Rex was untied. The woman told the cultists names he did not recognize and that he was under their protection. The cultists bowed in supplication to the mysterious woman and quickly left camp. The woman then gave Rex a mischievous grin and told him they should be on their way back to the city. After a few miles with the city walls in sight, she stopped and clasped he pendant that Rex had not noticed before. It was the symbol of the goddess Desna. She told Rex that it was time for he r take her leave, but told him to fear not, a patrol would be by soon to escort him back to the city. Before she left, she handed him a small mahogany box and told Rex to take it, learn its ways, and fulfill his destiny.

Later that day back in the safely back in his home, Rex opened the box. The box contained several small lead balls, a bag of black powder, a thick leather bound tome, and a strange arcane device. Rex had no idea what the device or the items were used for. He quickly read through the manual and learned that the strange device was called a pistol and using a substance called gunpowder the device would discharge one of the lead balls. The wounds it could cause were as deadly as any sword. Finally Rex had a weapon that would make him equal to any swordsman or bowman. Within a few months Rex had mastered the training exercises in the book. He was ready to join the crusade. Again he presented himself and his new arcane device to the recruiters. Rex found disappointment again, as the recruiters laughed at his “toy” and told him to return to his home.

Dejected Rex returned home, not sure what the future will hold for him.


Just know that I intend to enforce the "Only early firearms unless you craft them" bit. I don't necessarily have an issue with gunslingers, but I want firearms to be placed into the Emerging Guns category. So advanced firearms should basically be considered on the level of minor magic items in my game.


Here is Sir Manfred.


Roondar Anunciata, gnome summoner, looking forward to getting my hands dirty, if you pick me ofcourse! :)

Currently the background is a bit oriented towards Jade Regent, but if chosen I'll adapt the one trait and a few names :D

Dark Archive

Deia wrote:

Interested in the AP as a witch.

Will fill in the rest tonight.

I am ready to go and looking forward to helping push back the Demons of the Worldwound. Let me know if you'll let me tag along.

Deia


The Unruly GM wrote:
Just know that I intend to enforce the "Only early firearms unless you craft them" bit. I don't necessarily have an issue with gunslingers, but I want firearms to be placed into the Emerging Guns category. So advanced firearms should basically be considered on the level of minor magic items in my game.

Yeah, I think emerging should be okay play wise. That was the hardest part of the background to try to figure out how to exactly get a gun and the the gunsmith feat. I think using the Chance Encounter background made it work.


Ok, so I want to make a list of all current applicants just so I have a bit of an easier time keeping track. So far I have these players-character combos that are more or less fully completed -


  • El Ronza - Jens Varmodsson, Human Cavalier(Honor Guard)
  • Chris Kenney - Aaliyah El-Amin, Human Bard(Dawnflower Dervish)
  • Shadur - Michael Carenae, Aasimar Paladin(Divine Defender, Warrior of the Holy Light)
  • A_Deuce - Deia, Human Witch
  • Tazo - Maximillian Akorius, Human Wizard(Scroll Scholar)
  • Mark_Twain007 - Kyra Banior, Half-Orc Inquisitor
  • Michael Sumrall - Dorotea, Human Fighter(Lore Warden)
  • Reckless - Silvati Carmusa, Human Sorcerer(Tattooed Sorcerer)
  • GM_Jacob - Isaac of Steyr, Human(?) Bard
  • Prince That Howls - Lisasha, Tiefling Paladin
  • Drayen - Kosz Trumpeter, Aasimar Paladin(Hospitaler, Warrior of the Holy Light)
  • Doomed Hero - Kel the Guardsman, Tiefling Fighter
  • Seth Parsons - (Unnamed), Half-Elf Fighter
  • Ekeli - Tikhon, Hobgoblin Cavalier(Fell Rider)
  • Aconyte - Nossac, Elf Paladin(Divine Hunter)
  • Chainmail - Diurn Selestro, Aasimar Cleric
  • Valkur - Rex Kayn, Human Gunslinger(Pistolero)
  • Camris - Sir Manfred Von Falkenburg, Human Paladin(Shining Knight)
  • Rickmeister - Roondar Anunciata, Gnome Summoner

And I have these players who posted interest, but have yet to submit a character -


  • RyanH
  • Radavel

If I have missed someone, or have inaccurate characters for you, please let me know.

In campaign-related news, I'm honestly thinking of cutting recruitment off early, like maybe on the 18-20th, since I'm going to have a hard time picking 4 players out of the 20 that have already submitted characters. Gotta say that I'm surprised at how many melee-focused characters turned out.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
The Unruly GM wrote:
Gotta say that I'm surprised at how many melee-focused characters turned out.

Mythic offers a lot for melee-focused characters :)


And maybe more importantly, a lot of interesting things for melee characters. Archmage gets the most powerful stuff (...sigh) but a lot of it is pretty bland. Mythic melee characters can finally have battlefield mobility and control without relying on a caster to lay out the buffs or massively overspecializing on executing a single combat maneuver to the exclusion of anything else.

It's certainly true that this is a team game, but a little more 'I' for everyone to do really cool stuff at all levels is always welcome.


I actually haven't looked over the mythic stuff much yet. I only recently subscribed to the RPG books, and my copy of the mythic rules will ship out when part 2 of the AP does. I know I can read up over at d20pfsrd, but I just haven't taken the time to do more than glance at them. From what I've seen in part 1 of the AP, I don't think it will be a problem if I don't get my book until the end of the month.

But it's good to see some love for melee.


I believe that once people have fully explored the implications of the Mythic rules, what the each class is capable of will have to be reevaluated.

Past 11th level, I don't foresee very many encounters surviving a full round against an optimized party.

On the other hand, WotR is supposed to have segments were the PC's are leading entire armies.


Which means I'm probably gonna want to pick up Ultimate Campaign too. I prefer to read a physical copy when able, but thankfully the PRD is there when it isn't.


Dorotea. wrote:

I believe that once people have fully explored the implications of the Mythic rules, what the each class is capable of will have to be reevaluated.

Past 11th level, I don't foresee very many encounters surviving a full round against an optimized party.

On the other hand, WotR is supposed to have segments were the PC's are leading entire armies.

Possibly, although I'd be skeptical that mythic monsters can't hold their own - DR/Epic is no joke even with the nerf, and a lot of the power of Mythic PCs come from all the extra actions flying around. That's somewhat devalued when you can reasonably assume every hit is going to lose a chunk of damage off the top.

Still, no way to really know until we get there.


Mythic will be interesting. I play tested with my regular group, and I think the reactions were mixed towards it. Hopefully the official version is a bit more toned down. I did see the initiative bonus was nerfed, that was crazy good. Now it is just good.


Valkur wrote:
Mythic will be interesting. I play tested with my regular group, and I think the reactions were mixed towards it. Hopefully the official version is a bit more toned down. I did see the initiative bonus was nerfed, that was crazy good. Now it is just good.

Part of why I am trying to play through the AP is so I have a good in-game feel for how the new systems work.


Dorotea. wrote:
Valkur wrote:
Mythic will be interesting. I play tested with my regular group, and I think the reactions were mixed towards it. Hopefully the official version is a bit more toned down. I did see the initiative bonus was nerfed, that was crazy good. Now it is just good.
Part of why I am trying to play through the AP is so I have a good in-game feel for how the new systems work.

Me too. I want to know if it is worth if before I commit to running a whole AP or campaign with it for my players.


I have pretty much decided that my character is based on intimidation.
With overrun as a side effect.
The horse will be powerful enough to stand on its own if unable to be ridden.

When I saw the +20 to charisma-based checks mythic power, I had a nosebleed.


Kyra Banior wrote:
Dorotea. wrote:
Valkur wrote:
Mythic will be interesting. I play tested with my regular group, and I think the reactions were mixed towards it. Hopefully the official version is a bit more toned down. I did see the initiative bonus was nerfed, that was crazy good. Now it is just good.
Part of why I am trying to play through the AP is so I have a good in-game feel for how the new systems work.
Me too. I want to know if it is worth if before I commit to running a whole AP or campaign with it for my players.

Pretty much the same for me. As a matter of fact my regular group is taking a D&D break for the next six months and playing board and card games. I must say the Pathfinder Card game was a hit during the last session.


I will be submitting this guy. Need to run him by your rules to make sure he is set up right.

Feel free to look him over and let me know what needs to go.


Jens was just accepted into another Wrath of the Righteous game, so I'm withdrawing my application. Good luck to you all!


I haven't set up a full profile yet in case I haven't been chosen, but here is Tiny Tina. Didn't make Dm Idyell's game so I made adjustment for this one.

Tiny Tina stats:

Full Name : 'Tiny'Tina(Tabitha)

Race: Human

Classes/Levels Alchemist (Skill points)

Gender F

Size M

Age 18

Special Abilities :

Alignment: CG

Deity

Location : Kenabres

Languages : Common,Celestial,Abyssal,Infernal

Occupation : Alchemist

Strength 10
Dexterity 14 (+2)
Constitution 14 (+2)
Intelligence 16 (+3) (+2 Human bonus from 14)
Wisdom 14 (+2)
Charisma 10
Height: 5'0" Weight: Hair: Blonde Eyes: Blue
Favored Class: Alchemist (Skill)
EXP: 0
Hit Points: 10
Spd: 30
Init: +2
AC: 15 ( a3rmor shield)/Touch 12 /FF 13)
BAB: +0
CMB:
CMD:
Saves: Fort +4 Ref +4 Will +0

Weapons:
Bomb +3 1d6+3 (+4 1d6+4 within 30')
Longspear 1d8/x3 Brace/Reach
Dart +3 1d4 x2 (+4 1d4+1 within 30 feet)

Skills:
Craft: Alchemy (1+3+3+1) 8
Heal (1+2+3) 6 +2 vs. Poison/Disease
Perception (1+2+3) 6
Spellcraft (1+3+3) 7
Stealth (1+2) 3
Disable Device (1+2+3) 6
Knowledge-Arcana (1+3+3) 7
Use Magic Device (1+3) 4
Appraise (1+3+3) 7

Extracts: 2/0/0/0
Extracts prepared
1:
Extracts Known:
1:True Strike,Bomber's Eye,Enlarge Person,Cure Light Wounds,Shield
Feats:Extra Bombs, Point-Blank Shot(+1 Hit/Damage within 30 ft.)
Traits: Chance Encounter( 1/day reroll a failed Acrobatics,Bluff,Disguise,SLeight of Hand,Stealth check), Trained Medic (+2 Heal Diseases/Poisons)
Special Abilities:Alchemy (+1/level Craft:Alchemy, Can ID potions by holding for 1 round),Brew Potion feat(1st level)Throw Anything (+3 Splash damage/+1 Hit ranged)
Bombs (6/Day 1d6+3 Fire damage 4 Splash Damage, DC DC 14),Mutagen (+2 Natural AC, +4 Stat 10 minutes/day)
Equipment:
Alchemist's Kit (25 gp)
Longspear (5 gp)
10 darts (5 gp)
Stedded Leather armor (25 gp)
Healer's Kit (50 gp)
Rope (1 gp)
Tinderbox (1 gp)
Backpack (2 gp)
1 Holy Water (25 gp)
1 Acid flask (10 gp)

23 gp

Background: Tabitha, (she prefers Tina and is called 'Tiny Tina' because she is short) Has lived in Kenabres her whole life and has worked with her parents in the healer

quarters most of her life. Having a steady diet of stories about warriors heading out on crusades, she decided to sneak aboard a supply wagon but got seperated from the others

and was eventually helped by a mysterious woman back to the city. Tina threw herself into her studies so such an event would not happen again and could help the people of

Kenabres more directly


Here's Tikhon, updated for your criteria.

Spoiler:
Tikhon Rostislav Zolnerowich
Male Hobgoblin Cavalier (Fell Rider) 1
LN Medium Humanoid (goblinoid)
Init +2; Senses Perception +0
--------------------
Defense
--------------------
AC 19, touch 12, flat-footed 17 (+5 armor, +2 Dex, +2 shield)
hp 12 (1d10+2)
Fort +4, Ref +2, Will +0
--------------------
Offense
--------------------
Speed 15 ft.
Melee Lance +3 (1d8+3/20/x3)
Warhammer +2 (1d8+2/20/x3)
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 10, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats Precise Strike, Intimidating Prowess
Traits Imperial Soldier, Stolen Fury
Skills Climb +1 , Handle Animal + 5, Intimidate +12, Ride +8
Languages Common, Goblin
SQ animal companion link, brute steed, orders (order of the cockatrice), sworn defense, tactician (precise strike) 3 rds (1/day)
Other Gear Scale mail, Heavy wooden shield, Lance, Warhammer, Belt pouch (11 @ -), Backpack (8 @ 11 lbs), Flint and steel, Mess kit, Trail rations (5), Soap, Waterskin, 10 GP, 1 SP
--------------------
Special Abilities
--------------------
+6 Ride while riding your bonded mount. (Ex) Cancel your armor check penalty of -6 while riding your
mount.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Bandy-legged +2 ride/climb, +2 CMD vs. bull rush/trip on solid ground, 20 feet speed (hobgoblin racial
Brute Steed (Ex) Mount gains +2 Str, -2 Dex
Cockatrice's Challenge (1/day) (Ex) +1 damage to target, -2 AC vs. others when used, gain +1 damage if no allies adjacent to enemy
Cockatrice's Skills +1 to intimidate DCs vs. self
Darkvison (60 feet) You can see in the dark (black and white vision only). (hobgoblin racial)
Favored Class: Cavalier +.5 intimidate/ride (hobgoblin racial)
Fearsome +4 intimidate (hobgoblin racial)
Imperial Soldier +1 intimidate
Intimidating Prowess Add your Str bonus to intimidate
Tactician (Precise Strike) 3 rds (1/day) (Ex) Grant the use of your Tactical feats to your allies within
30'.
Stolen Fury +2 combat maneuver checks vs. demons

--------------------
Ghyrakial
Male Horse
N Large Animal
Init +0; Senses low-light vision, scent; Perception +1
--------------------
Defense
--------------------
AC 15, touch 9, flat-footed 15 (+2 armor, -1 size, +4 natural)
hp 13 (+4)
Fort +5, Ref +3, Will +1
--------------------
Offense
--------------------
Speed 50 ft.
Melee Bite (Horse) +5 (1d4+6/x2) and
Hooves x2 (Horse) +5 x2 (1d6+6/x2)
Space 10 ft.; Reach 5 ft.
--------------------
Statistics
--------------------
Str 18, Dex 11, Con 15, Int 2, Wis 12, Cha 6
Base Atk +1; CMB +6; CMD 15 (19 vs. Trip)
Feats Light armor profiency, Power Attack
Tricks Attack [Trick], Come [Trick], Defend [Trick], Down [Trick], Guard [Trick], Heel [Trick], Stay [Trick]
Skills Acrobatics +7 (+11 to jump with a running start, +15 jump), Swim +6
Languages
SQ
Other Gear Leather barding, Bedroll, Bit and bridle, Feed (per day) (2), Hemp rope (50 ft), Military saddle, Pot, Saddlebags
(15 @ 40 lbs)
--------------------
Special Abilities
--------------------
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Power Attack Take -1 attack, gain +2 damage

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


Background:
Spoiler:
A product of the Goblinblood Wars, Tikhon Zolnerowich did not have a pleasant early life by most human, even hobgoblin standards. He was born to a small tribe in southern Chitterwood on 20 Arodus, 4695 AR, three years before the wars began. As a result he was part of a generation put through aggression training from a younger age than usual for hobgoblin society. Rather small for his age, he learned to become feared in order to make up for his shortcomings.

This all ended 4700 AR, a period of time which saw the Hellknights, Eagle Knights, and Druma’s Mercenary League work together to route the goblins and force them back into the Chitterwood. Not wanting to leave behind the threat of the goblins however, they burned much of it to the ground. Some of this ground happened to be wear Tikhon’s tribe lived, and thus he was forced to flee. So flee he did, as far to the north he could until he could no longer.
As Tikhon was sleeping, he was abducted by cultists of Baphomet. At a mere five years of age, he was unable to fight back, and thus was forced to take part in their perverted ritual. However, this did not quite work out as they expected. Rather than absorb his soul as intended, the ritual’s demonic energy was absorbed into his body. Shocked at this unexpected turn of events, the cultists laid their guard down long enough for him to make his escape, going north and west all the while.

Crossing a small pass to the west of Finder’s Gulch, Tikhon came to the free city of Cettigne. There he was forced to live in the streets and alleys, an outcast who made his living in simple muggings and bully tactics to get food to survive. During his sleep, he was plagued by strange nightmares of the ritual he was forced to participate in. Eking out his meager existence, he survived until 4708 AR, when the nation of Molthune used their resources to save the city from the lawlessness that had taken the city into its grip.

No longer able to hide in the shadows, he was faced with two options. He could either become a slave, or serve in the Imperial Army of Molthune for the next five years to earn freedom. Already acclimatized towards war from his younger years, he decides this that the latter would be his best course of action. It was during this time that he decided to give himself the name Tikhon Zolnerowich, so that he could properly enlist.

For the first year, he was trained extensively in all combat styles, so that they could best decide where to place him. When they placed him on a mount however, he found himself to be a natural rider. Thus they decided he would be a part of the cavalry. Assigned an exceptional powerful steed that was grey with a white mane and white tail, he went on to fight in several skirmishes against Nirmathas over the next few years. He used his ability to inspire fear to great effect, causing the lesser soldiers to give up in fear. Whenever one of these weaker willed men surrendered, he accepted it, not wanting to pass up the chance to earn prestige among those who deal with slaves. His penchant for taking the final blow in an attempt to earn glory earned him the nickname Rostislav.

Nearing the end of his service, he started thinking about what he would do after his service. Still plagued by his nightmares of demons, he wondered if there would be any way to stop them. Learning a bit about the Worldwound through here-say while off-duty, he decided that it would be best to head north to destroy demons. Even if it didn’t stop the nightmares, he could destroy demons aplenty while there.

Appearance & Personality

Spoiler:

Appearance
Before you stands a hobgoblin that seems rather tall for his kind. His dark grey skin and bald apex clearly mark his heritage for all to see. He has an air of confidence about him, as if daring anyone to judge him based upon the color of his skin.

At his side is strapped a warhammer with the Molthunian hammer & sword etched into the side. On his back is a lance, freshly burnished and combat-ready. His steel-grey scaled armor appears to be recently burnished, likely in preperation for Armasse. He wears a few red flags of Molthune on his person. His more prominent symbol, however, seems to be a dull-grey horseshoe.

His horse is a large and imposing beast, grey-bodied with a white mane and tail. It is out-fitted with studded leather barding, and has saddlebags on its rump.

Personality
Tikhon would rather scare his enemy into submission than fight them. Better to save resources than needlessly find oneself injured in combat. When in combat, he is terrifying to behold, putting his lance to excellent use, charging whe'er needed. If dismounted, he puts his hammer to quick use, bludgeoning his enemies with ease.

Among allies however, he can be a surprisingly well-mannered sort, as far as a hobgoblin can be. Still, his no-nonsense attitude may occasionally put off some of the less disciplined of a group. He is perhaps not the best to use as the face of the group, unless of course, the group is trying to impose on an enemy.


Here's Jaali Vors. I made him specifically for WotR. I'm going for the Hierophant mythic path.

Also, hi Max. Hi, Jens.

Grand Lodge

Not sure of my chances submitting this little dude. But Reigar is always up for new experiences. I'm really interested in doing some PF PbP, I've reached only level 3 so far in the real life. However, I enjoy PbP, having past experiences with Star Wars and DC RPGs. I'll be pretty open to post quite frequently. I like to get my brain going and trying new creative things, something PbP is stellar for. I'll update with my back story in the morning.


Link to Rex Kayn:
Rex Kayn, Gunslinger

Still have a little bit of work to do but I'm about 80% done.


Nenthil - I prefer to avoid drawbacks. It wasn't mentioned in my original post, but it got asked about later on.

Reigar - I could use some more info on your character outside of just ability scores, race, and class. Things such as skills, gear, etc.


Oh, my Half-Elf fighter's name is Lian. It's in his "backstory" posted (and spoilered), posted just below the stats spoiler


Diplomacy takes a hard hit but it will be gained back later when Nenthil gets his prestige class. Changed. ;)


I know nothing about the rules concerning Mythic, so I am looking forward to this play by post to get to know the rules for the summoner, and the rules for the mythic adventures :D

Roondar has been sitting in my character folio for a long time now, and I believe (s)he could be an asset to any party, but I have to warn you, I'm not exactly a min-maxer :P


I've gotta say, I'm gonna have a hard time picking 4 people. I've never had a situation where I've had this many people to pick from in order to build a party, so it's difficult. I'm trying to keep a running tally and put things together in my head, kind of like having an imaginary draft, and every time I hit the 4-player mark I start thinking "Well, maybe this one... But this one too... Maybe I could swap out these two..." and it's both great and it sucks.

And I keep thinking about upping it to 5 players, but I don't know if I want to do that. If I remember right, the APs are balanced for 4 15pt characters, so if I do 4 20pt characters I'm already probably going to have to do some tweaking. And if I do 5 20 pt characters, I know I'm going to have to do tweaking. And the less tweaking I have to do, the easier it should be to run the game. But if I pick 5 people, I'm much more likely to cover all the bases in a party and make sure that there isn't a gap in abilities.

I do not envy GMs that have to put up with this kind of decision making in real life. Even when I played 3rd edition we only ever had 7 people total who were interested, and we only played hack-and-slash monty haul stuff rather than any real story games, so I've never run into this situation before.

If only parties in this worked like hockey teams. 4 5-man lineups that change out every few minutes. One player dies, and until they get resurrected you pull out a special 4-man lineup made of your "best" as a penalty kill line...
Actually, if I ever get into a situation in real life where I'm trying to run 20 people through an RPG, I'll have to try that...


As a suggestion, the adjustment for 5 20-point players is somewhat awkward, but in the past for SIX it's usually reasonably straightforward - add 50% to the number of mooks in an encounter, always add two copies of a mook from earlier to a BBEG where it makes sense. Where it doesn't, give the BBEG max HP and (if it's a monster) apply the Simple Advanced template or one level of their highest class (If it's a humanoid). If you want a /special/ challenge (adventure climax), do both.

EDIT: Not that I'm suggesting you actually take six, just that that's consistently worked for everybody's who reports their experiences at trying it.


Well, instead of doing your original "4x 20points" instead of the "4x 15points", you could always do "5x 15points"? :)

That way you could have that one extra player, and not exactly ramp up the adventure.

And, not sure if you are into this, but you could run 2 separate campaigns, both support 5x15, and see where both groups take it. It's not like doubling your preparation time, only adding a little time for posting on the boards :)


Roondar, that's kind of like saying playing two simultaneous chess matches is "only a little more mentally challenging"...


Exactly! :D
Well, the plot stays the same, the encounters stay the same, and since it's on a forum, you can copy/paste certain things into word and have them ready for when part A or B reaches that point :)

I've done that with Kingmaker (irl) and I'm using things from one group and adding it to the other, and vice versa.. It's a nice addition!


Yea, definitely not doing two campaigns at once. This is my first shot at GMing a PbP, remember? No need to make it even harder than it already is.

For making the party 6 people, I'm trying to keep the player limit low so that when I inevitably cause this thing to crash and burn there are fewer people who are disappointed(Just look at that self-confidence! Isn't it reassuring?). Plus, slightly less bookkeeping on my end.

Maybe the simple tactics for doing a 6-player party would transition well to a 5-person party that's slightly above the intended power level? But then I'd be worried that it would turn a bit too deadly for the PCs due to action economy. Unless I'm reading that post wrong and it's supposed to be the simple tactics for a 6-player 20pt party and not a 6-player 15pt party. And then I'd be kinda having to play it by ear as I tried to rebalance it.


I'm actually going to make your life a little bit easier by pulling out. I just had my submission picked for a different WotR game. Best of luck to you. GM'ing is noble art, and actually pretty hard to mess up too badly unless you're just hopelessly beyond hope as a human being. It's as much social as mechanical. As long as everyone is decent to each other, it'll be fine. Best wishes.


The method I mentioned has been successful with both 15 and 20 point buys. But, any 5-player group except maybe a 25 point buy will have trouble with that, since even six at 15 are usually a little strained unless they actively go for the fifteen minute work day.

Honestly, I only suggested it because it's at least a good baseline for how adjustments will affect things and how to balance them out. There's no easy answer that I'm aware of for a five person party.


Likewise, I got accepted in another WoR campaign. Best of luck to you all.


No worries GM we all want the game to succeed.


If this is your first time GMing here, stick with what you are comfortable with. Many games on the Paizo board have ended because people get in over their heads. 4 20pointers sounds about right.


yeah, 20 points for 4 people sounds right. 20 points is what they use at society play, and that is considered the standard fantasy level of points, whereas 15 points is considered low-fantasy build.

Grand Lodge

Reigar ready for action. Looking for new curiosities and friends. Profile has been updated for review.


Unfortunately, since my character suffers from Multiple Attribute Disorder, if we drop to 15 point I'll need to come up with a different submission. At 15 points a character who needs 3 decent stats is near unplayable unless you want them to be cripples in other areas.


I have another character that got accepted to a different WotR play by post, so I am bowing out. Good luck to everyone.


Updating the current submissions list to reflect the recent withdrawals and new submissions -


  • El Ronza - Jens Varmodsson, Human Cavalier(Honor Guard)
  • Chris Kenney - Aaliyah El-Amin, Human Bard(Dawnflower Dervish)
  • A_Deuce - Deia, Human Witch
  • Tazo - Maximillian Akorius, Human Wizard(Scroll Scholar)
  • Michael Sumrall - Dorotea, Human Fighter(Lore Warden)
  • Reckless - Silvati Carmusa, Human Sorcerer(Tattooed Sorcerer)
  • Prince That Howls - Lisasha, Tiefling Paladin
  • Drayen - Kosz Trumpeter, Aasimar Paladin(Hospitaler, Warrior of the Holy Light)
  • Doomed Hero - Kel the Guardsman, Tiefling Fighter
  • Seth Parsons - Lian, Half-Elf Fighter
  • Ekeli - Tikhon, Hobgoblin Cavalier(Fell Rider)
  • Aconyte - Nossac, Elf Paladin(Divine Hunter)
  • Chainmail - Diurn Selestro, Aasimar Cleric
  • Valkur - Rex Kayn, Human Gunslinger(Pistolero)
  • Camris - Sir Manfred Von Falkenburg, Human Paladin(Shining Knight)
  • Rickmeister - Roondar Anunciata, Gnome Summoner
  • Andrea1 - Tiny Tina, Human Alchemist
  • OmniChaos - Nenthil Wardcaller, Aasimar Wizard
  • Armlessbaby - Reigar Brolo, Gnome Gunslinger(Musketeer)

In other news, I've decided that I will be closing recruitment sooner than what I originally posted. I'll be closing it on the 17th, a full week earlier. This means that I'll start up the game a week earlier as well. I'm still debating internally about if I want it to be 4 or 5 player, but we'll find out what I choose when I make the selections announcement.


Okidoki, keep us posted ;)

Grand Lodge

Ooh exciting. Hurry up and wait for now. By the way GM, Reigar has a special little caveat. Just like a child with ADHD, he has issues paying attention. So during encounters and other circumstances I'll roll a check to pay attention or get distracted by new tinker ideas. Might make some encounters quite interesting.


I'd like to submit Izorshi, Dhampir Cleric of Pharasma.

Crunch:
http://www.myth-weavers.com/sheetview.php?sheetid=642470

Backstory:
The birth of Izorshi Sorph was a tragic incident. Her mother Kamshi was a human priestess of Pharasma, who spent much of her life in a temple in Korvosa. Over time, Kamshi was seduced by (and fell in love with) a mysterious stranger. She had a child with him, and only then did she discover the man she had fallen for was actually a vampire. Although she could normally detect undead, he had used abjurations to conceal his nature and his alignment. Horrified at her relation with the undead, Kamshi did not want to risk her church finding out. She decided to flee Korvosa, taking Izorshi with her.
Izorshi's childhood was, to put it lightly, miserable. Embarrassed by her heritage, she had great difficulty making friends, for she was hesitant to reveal anything about herself to anyone. She hated herself for her connection to the undead. Although she was alive, she knew she was harmed by positive energy, and that that indicated that she was not fully alive.
Until one night, everything changed. When Izorshi neared adulthood, she was visited in a dream by Pharasma. The goddes spoke to Izorshi, encouraging her:
"Be strong, for your fate yet lies in the land of the living. Overcome yourself. You are not undead, you are truly alive. Go forth to the Worldwound and seek your fate."
When she awoke, Izorshi resolved to become a cleric of Pharasma. This was easier said than done, though, because he had to be especially careful to hide her dhampiric nature from her church. Nonetheless, she persevered, the goddess' words still fresh in her mind. She learned to focus her channel energy to harm fiends as well as undead, to be better prepared for fighting the demons of the worldwound Alignment Channel feat. When she was ready, she set out to the Worldwound to face the demons.

Personality:
A cautious person, Izorshi is hesitant to reveal anything about herself even to her closest allies. At the same time, she still has to resist primal, monstrous urges stemming from her vampiric heritage. Yet Izorshi remains very loyal to the few friends she does make, knowing how hard they were to earn. She seeks to avoid the spotlight in most situations.

Goals:
Izorshi seeks to overcome the dark aspect of her father. She hopes that helping living heroes fight off the demon invasion will allow her to expunge the evil within herself, and find whatever fate Pharasma has in store for her.

Fears:
Izorshi's main fears are as follows:
Other people's watch: Being a dhampir in a society from which undead and their kin are frowned upon, one of Izorshi's greatest fears is the possibility of her friends, allies, or enemies discovering her true nature.
Her father: Although she never knew him, Izorshi knows her father is rather powerful, and quite possibly still alive. Although she has a general loathing of all undead, she blames her father for her personal troubles, and fears him more than any other undead.
Herself:Izorshi knows that her very existence was caused by a creature whose own existence violates the tenants of her goddess, and she knows that there is some evil lurking within her.


The Unruly GM wrote:

Updating the current submissions list to reflect the recent withdrawals and new submissions -


  • El Ronza - Jens Varmodsson, Human Cavalier(Honor Guard)
  • Chris Kenney - Aaliyah El-Amin, Human Bard(Dawnflower Dervish)
  • A_Deuce - Deia, Human Witch
  • Tazo - Maximillian Akorius, Human Wizard(Scroll Scholar)
  • Michael Sumrall - Dorotea, Human Fighter(Lore Warden)
  • Reckless - Silvati Carmusa, Human Sorcerer(Tattooed Sorcerer)
  • Prince That Howls - Lisasha, Tiefling Paladin
  • Drayen - Kosz Trumpeter, Aasimar Paladin(Hospitaler, Warrior of the Holy Light)
  • Doomed Hero - Kel the Guardsman, Tiefling Fighter
  • Seth Parsons - Lian, Half-Elf Fighter
  • Ekeli - Tikhon, Hobgoblin Cavalier(Fell Rider)
  • Aconyte - Nossac, Elf Paladin(Divine Hunter)
  • Chainmail - Diurn Selestro, Aasimar Cleric
  • Valkur - Rex Kayn, Human Gunslinger(Pistolero)
  • Camris - Sir Manfred Von Falkenburg, Human Paladin(Shining Knight)
  • Rickmeister - Roondar Anunciata, Gnome Summoner
  • Andrea1 - Tiny Tina, Human Alchemist
  • OmniChaos - Nenthil Wardcaller, Aasimar Wizard
  • Armlessbaby - Reigar Brolo, Gnome Gunslinger(Musketeer)

In other news, I've decided that I will be closing recruitment sooner than what I originally posted. I'll be closing it on the 17th, a full week earlier. This means that I'll start up the game a week earlier as well. I'm still debating internally about if I want it to be 4 or 5 player, but we'll find out what I choose when I make the selections announcement.

How come I'm not on the list? I submitted Jaali Vors.


tieflingwizard wrote:
How come I'm not on the list? I submitted Jaali Vors.

Simply missed it. Sorry. Nothing intended.

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