Hakak could care less if the goblins in front of him are the "friendly" goblins or not. They have weapons and charged at the group so in his mind that constitutes hostility and he'll defend the group till either they drop or he does.
Well ... waiting for that last player is really slowing down our pace. How do you all feel about instituting a daily posting deadline? If you happen to miss it, I'll put in a basic combat action for you. So, missing a deadline should only be a problem while the group is fighting.
That works for me. Though if you think about it the ones who are responding, and maybe the only ones who may respond, are the ones who don't have the problem of posting on time.
Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)
I am due to fly o/seas on short notice for a project - I will have delayed posting for the next 3 days. I hope this does not equal 'No posting' and will try to put something up.
Female Human Oracle 3HP:28/28AC:14:11:13Init:+1Per:-1Saves:3:2:2Attack Bonus:spear +2, crossbow +3
My apologies for the late post! A shake-up at work involving a project change for myself along with not feeling well made it difficult to get to the PC! Things should be good now on the work front, though.
I am OK with keeping the pace moving, though. If I am ever unable to post, Selia will attempt to keep her distance and pick off outliers!
Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)
Everyone add +1 to hit and on saves vs fear.
That said guys? We need to do the maximum amount of damage and carnage in the minimum amount of time. We should aim to drop about 30-40 gobbos and withdraw to the town. If there is light portable loot, we needs grab that too. I know I'd kill for a set of full plate.
In any case this raid will have them off balance. Our next assault should come at night by sea with a diversion attack.
Diversion attack. The town sends out a group of about 10 or so guards to set a section of the woods on fire - Gobbo's LOVE fire. They'll be looking that way
At that time, at night (say zenith of a set particular star as the signal) we'll be on a skiff or sail boat and head in to the rock where the fort is based. We'll set lines and climb up from behind and get in that way.
Attacking the fort now? Unless we can get that gate open? Its all sorts of bad.
Well, it's pretty evident we've lost Selia. I'll see if another friend can jump in and play her.
In the meantime, I propose we go to new turns every weekday, with 1 turn over the weekend. How's that sound? I think everyone that's left has been very punctual with checking in each day.
Init +2|AC15(17)/Touch10/Flatfoot15|CMD 12||HP 13[13]| Fort:+4 ;Ref:+0 ;Wil:+5|Percept +9/Sense Motive +9. Longsword +10 1d8+4 CMB +6 Channel (4d6) l 0/[3] Male Half Varisian Human Cleric of Iomadae/1 (Favoured Class)
Fair nuff... I get a little bummed when people just drop out. At least a PM or a post or something is the least that can be done. That said, what do we need for our little band of lunatics? We've Melee in Hakak, we've skill in Lleidr (with a touch of arcane), we've missile in Ned... I think we need Arcane. Lleidr will need a few more levels in sorcerer before he has some serious arcane 'chops'.
May I go as far as to recommend getting to a '5th' player? I always like 5 for AP PbPs as it doesnt throw things TOO out of whack and at the same time its a buffer for an attrition.
I find things like Inquisitors make an excellent addition for a 5th. combining combat, skill (esp. with the right traits) and divine magic. Magi aren't bad for arcane and combat either. Witches are good 5ths with arcane power and some healing potential - I make 'blaster' witches so I can have debuff, area control and blow em up potential to go with my healing hexes etc.
I've got a vacation coming up in a few days guys and I'm going to be offline the entire time. Weds. night (6/11) will be my last post for about a week and a half.
The next posting after my vacation will be Sunday, 6/22.
8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
I thought I'd volunteer to run the game til you get back, Zilt. I promise I'll be totally fair and honest getting the group to 15th level by the time your vacation's over :)
8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Sigh...I'm bored. Used to pass the time while GM looked up rules and whatnot playing Dice Fight. Play is simple. I roll all my dice. Challenger rolls all theirs. Higher result of each pairing wins; winner gets loser's die. Ties are pushes. Winner declared when they have everyone else's dice. Anyone want to try to beat:
You should got players before you rolled because those are some darn good ones. But what the hell I'll give it a shot.
1d4 ⇒ 4 1d6 ⇒ 2 1d8 ⇒ 7 1d10 ⇒ 7 1d12 ⇒ 8 1d20 ⇒ 7
Split the 4s, I get your 6, you get my 8,split the 10s, you get my 12, and split the 20s. Now how do we do round 2, since I have your d6 and you have my d8 and d12?
8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Lots o' ties. If I understood probability better, I'd say more.
I usually did this with a larger group, 5 or more, so it moved around more, but if no one else wants to, we go go a second round.
This is where it got a little tricky to my often addled head. Just to start with the basic, my current dice inventory is: 1 d4, 0 d6, 2 d8, 1 d10, 2 d12, and 1 d20.
When we roll, since I have 0 d6, I can either opt to have no roll, auto losing, neither losing nor gaining a die. Or, I can use one of my extra dice (currently, one of my d8's or d12's) as a d6, with a 7 or higher counting as 6.
Likewise, when you roll, since you have 0 d8, you can either not roll, or you can use one of your extra dice (currently just one of your d6's) as a d8. Obviously you can't roll better than 6, but that's still close against my d8.
Oh, and crits. Almost forgot them. If you roll a 20, pick one of the other dice pairings from that round, roll your d20 again, and use your new number (even if it's lower) but still capping at whatever is the highest result for that pairing's die type.
Clear as mud? Drink more and it'll make more sense :)
8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
So, yeah, if no one else is rolling, I'll go again against you.
I am going to use one of my d8's as a d6.
Using the d8 for the d6 is sort of a gentlemen's/wus move, but since this is more sparring than street brawling, it's a nice learning to play move. If I felt more cut throat, I could've used a d12. As is, with a pair of bad rolls, I'm possibly going to lose both my d8's...
Well kind of sucks first I lost my my d12 and now my d20. Ok, round 3.
d4:1d4 ⇒ 1 d6:1d6 ⇒ 3 d8:1d8 ⇒ 1 d10:1d10 ⇒ 4 d12:1d10 ⇒ 6
And this is when you take all my dice.
8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
This would be a good time to make a comeback, but your round 2 results gave you some inventory to burn through. Just for bookkeeping, I'm showing I have 0 d4, 0 d6, 1 d8, 0 d10, 2 d12, and 2 d20. To try and get some of that back, I'll use a d20 for d10 and a d12 for d6. I have to skip the d4 since I don't have one or any more extra dice.
d4 = auto lose
d6:1d12 ⇒ 3, capped at 6
d8:1d8 ⇒ 6 d10:1d20 ⇒ 19, capped at 10
d12:1d12 ⇒ 7
d20 = auto win
Yikes, yeah, not all your dice, but I got the big number ones. I could blow it on the next round, though.
8th lvl Halfling (Rogue 6/Sorcerer 2); 22, 2'10", 32#; Str 8, Dex 20, Con 13, Int 8, Wis 9, Cha 16; AC: 21 (touch 17, ff n/a); hp 64; Initiative +5
Round 4
I have 0 d4, 0 d6, 2 d8, 2 d10, 2 d12, and 2 d20.
I'm going to use a d8 for a d4, and a d10 for a d6.
I want to give you a quick, honorable death, but no need to leave myself to open to a final strike :)
d4:1d8 ⇒ 4, capped at 4
d6:1d10 ⇒ 1, capped at 6
d8:1d8 ⇒ 2, auto win unless you sub a die in
d10:1d10 ⇒ 5, same
d12:1d12 ⇒ 4, same
d20:1d20 ⇒ 2, same, and roll for possible crit
Player's eyes start to burn with the fiery of a raging barbarian as he shakes his dice above his head and yells "LET'S DO THIS THING!!! as he throws his two remaining dice at the table.
d6:1d6 ⇒ 3 d12:1d12 ⇒ 3
Well at least I still have 2 dice.
I ran this AP once a few years back, just got the anniversary edition, and would like to try doing a PBP game if there's any interest out there. This AP is a lot of fun, and I'd love to see what another group can do with it.
Ideally, I'd like to have 4 turns/week, which would give you about 2 days in between actions. Maybe 1 posting a day would work better, since PBP is pretty slow.
In my games, I stick with the options in CRB, APG, UC, UM, and ARG, plus using any of the core races. I imagine it will take about 2 weeks to be up and running with the game.
Dotting. I had a hedge witch in an old RotRL game that I'd love to get another shot at playing. I'll take some time to tweak him and then put him up here.
Beyond the allowed sourcebooks, what other guidelines do you have for creating characters? Point buy, starting wealth, traits?
Alright, here's my character, Dherisan. A witch with the Hedge Witch archtype. Should serve as a passable healer (though he's no cleric) as well as offer solid support and battliefield control. He's set up to perform well in social interactions outside of combat, and has high modifiers for knowledge in nature and arcana.
He's definitely a good guy, motivated first and foremost by his desire to help people, so if someone is in trouble, that's really all the hook he'll need. He's also fairly far-sighted, though, and won't be rushing into situations recklessly or kicking down doors, prefering to think things through and figure out what will be the best in the long term. He believes strongly in the value of life, and while he recognizes that sometimes killing is necessary, he abhors needless death. He's willing to take a life in combat, but isn't thrilled about the idea of slaying a helpless foe.
Currently, he's built on what seems to be the standard on these boards - 20 point buy, average starting wealth, 2 traits. If any of that isn't okay, please let me know. His statistics are all in his profile, his background is given below. I've left the nature of his witch patron intentionally vague so that you can do as much or as little with it as you like. Please let me know if you require anything else from me.
History:
Dherisan was born to a Varisian caravan, the son of a young woman of their clan and an enigmatic traveler who passed through their camp one evening. He knows nothing of his father, not even a name, and his memories of his mother are few. When he was very young, she was overtaken by the wanderlust that overtakes so many half-elves, and not even the nomadic lifestyle of the Varisians could suite her any longer.
Dherisan was left be raised by the community, but this was basically the case for the other children of the caravan, and the only real difference in Dherisan's upbringing was eating or sleeping in a different tent or wagon each night. He was well cared for, and had positive outlook and a tendency to see thing in the long-term that helped him adjust rather quickly. He learned what he could from who could teach him, and it turned out that what he had a talent for magic and divination.
The youth had two mentors, in fact: an old Harrower who had long been with the clan, and a Shoanti druid who had been adopted into the caravan some years ago. Dherisan learned from them both, seeing little difference in the druid's oneness with the world and the interpretive insights of the seeress. Between this unique outlook on magic and a hodgepodge of instructional styles, Dherisan soon developed his own methodology to the art.
It was not long after his skills began to mature that Dherisan had a vivid dream. To this day, he cannot remember the details, but he can't shake the feeling that it was important. When he woke, he found an odd owl with black and white speckled feathers perched before him. He was immediately reminded of a star-filled sky, and had never seen a bird of such coloration before. Dherisan knew immediately that it was no normal beast, and drove it out of camp, unsure of its purpose. however, over the next several days, he saw the owl lingering at the edge of camp, and when he slept, he had visions.
Every night Dherisan saw the sky. Vivid images of stars racing through the great void above him, brilliant motes of light, of snapping jaws, distant howling, the chittering of a thousand crickets, and all of it basking beneath the light of a full round moon. Every time he woke, he saw the owl at the edge of camp, watching him. He grew paranoid at first, then he started to get curious. What were these visions? Where did this owl come from? Eventually, he decided he needed answers. He left camp the night of the next full moon. His memories are hazy, but he knew he was searching for the owl, and that he has not returned to his caravan since that evening.
He began traveling, the owl at his side. He named the creature Orin, and in his dreams it whispered to him. The visions were gone, replaced with knowledge. In his dreams, Dherisan refined his craft, learning the deeper mysteries of magic, as well as supernatural abilities that neither of his mentors had ever possessed. He learned to open his eyes, waiting and watching as he traveled Varisia.
Dherisan became a bridge between the peoples of the wilds, his open-mindedness making him a natural mediator. Over the course of his travels, he became increasingly active and restless at dusk, and feels most alive at night. He has grown accustomed to drifting from place to place, lodging with whatever Varisian Caravan, Shoanti tribe, or small village will have him. Above all, he likes to observe and understand people, believing that each living thing holds within it immessurable portential. With the Swallowtail Festival coming up, Dherisna has set his sights on Sandpoint, eager to become a part of the chaotic whirl of the crowd, to meet people from various parts of Varisia, and to kick back for a few days and give his heels a rest from the road.
I would be interested in playing, I'm thinking of playing a barbarian as basically a counter concept to Dehrisan if that sounds good I'll stat him up and post right away.
Here is my 15pt build Iomaedean cleric specifically made for a RotRL pbp.
He is a combo Support/Battle cleric
Money and equipment may need a redo as I am not sure how its being handled in this PbP. IIRC, the game I created him for was pretty generous with its start up cash.
I'd be interested, with this character here. I understand I may need to amend abilities to fit your own character creation rules (the rules for the game I created him for was 4d6, drop lowest).
I'm currently GMing 3 RotRL PbPs here but would love to play in one. Might need to do a little work on the character, but would like to apply with Asha.
I'll start answering questions after dinner this evening. I'm sorry, I should have gotten more specific right off the bat.
With this many people interested, let's get cooking right away instead of waiting 2 weeks. I'll post more specific character creation guidelines and then it looks like I'll be able to start the game this weekend.
One thing I do kindly ask: please stay as ignorant of this AP as you possibly can. Just avoid searches for info, images, tips, etc., other than the Player's Guide PDF for this AP.
Looks like we've got a full roster of players, and so quickly too ! Wow, that's great. I don't think we need any more players at this point.
I've updated the character creation guidelines in the 'Campaign Info' tab. Please review that, and for those of you that have presented a character to me, if you're still interested, please change whatever attributes are necessary to conform to the guidelines.
I believe your next step would be to post in the 'Gameplay' tab about your character.
Sounds like the campaign tab may not be visible for you at the top of this page. Let me know.
Character creation: Starting level is 1, and use max hp.
Ability Scores: use Standard Fantasy 15 point buy, per pg 15 of CRB.
Equipment: Use Starting Wealth, rules on pg 140 of CRB, Table 6-1.
Campaign Traits: highly recommended that you use them, and you'll find them in the player's guide. Feel free to also select other traits available in the APG.
Assumptions: Your character is either from Sandpoint or spent a large portion of his/her childhood there, and became friends with the other PCs as you all grew and matured. All of you harbor some level of affection for the town, which is what has brought you together again as young adults for this very special Swallowtail Festival.
Hunter, I think you need to create an alias ID here on Paizo's boards, which would be for your character's name. Then, just go to the Gameplay tab above and make a post w/ your new PC's statistics. I'm not sure .. it looks like there may be some kind of character sheet that's part of the PBP experience here.
Andiemus, would you mind making a post in the Gameplay tab? That should add you to the roster of characters in the game.
Dakcenturi, I'd prefer to have players that are as unfamiliar as possible with the AP.
Heloman & Paizo Fan, please make a post in the Gameplay tab.
Speaker, Gresch & Vincino: as above.
And, that's gonna be a full house. I think you guys are gonna keep me pretty busy.
4d6 ⇒ (4, 6, 2, 6) = 18x10 = 180 starting gold... updating equipment and heading into the play thread. I'll take scale mail as I refuse (for this character) to take the cop out 4 mirror 45gp armour (which I use regularly for PFS but I feel dirty when I do)
Since I guess this is how we're doing gp for this adventure:
3d6 ⇒ (5, 4, 5) = 14x10 so 140gp. This really doesn't change my equipment, I just have 10 less extra gp.
I ran this AP once a few years back, just got the anniversary edition, and would like to try doing a PBP game if there's any interest out there. This AP is a lot of fun, and I'd love to see what another group can do with it.
Ideally, I'd like to have 4 turns/week, which would give you about 2 days in between actions. Maybe 1 posting a day would work better, since PBP is pretty slow.
In my games, I stick with the options in CRB, APG, UC, UM, and ARG, plus using any of the core races. I imagine it will take about 2 weeks to be up and running with the game.
Please reply if you'd like to participate!
Hey, Zilt - got your email so I'm gonna stumble my way through this. You asked me to post for an invite; is this the right place?
Weapons:
Lucerne Hammer +4 1d12+3 BP Brace,Reach (+1 against threatened foes, +2 against giants)
Longbow +3 1d8/x3 100 ft (+1 against threatened foes, +2 against giants)
Falchion +4 2d4+4 18-20 (+1 against threatened foes, +2 against giants)
Feats:Improved Initiative, Combat Reflexes
Traits: Giant Slayer (+1 Hit/Damage against giants),Axe to Grind(+1 damage against threatened foes)
Special Abilities: Favored Enemy(Giants) +2 Hit/Damage,Bluff,Knowledge,Perception,Sense Motive,Survival. +1 Tracking,Wild Empathy(+1)
Equipment:
Lucerne Hammer
Logbow
20 Arrows
Falchion
Scale Mail
Backpack
Waterskin
4 days rations
Silk rope
Bedroll
Flint&Steel
1 gp 9 sp
Description: Furnok is a rough looking young man who has a small scattering of scars on his tanned features and looks somewhat older than
his 18 years. he keeps his hair in a short mop in order to keep it out of combat and makes sure his weapons and armor are spotless.
Background:Furnok is a Sandpoint native and knows the streets and surrounding areas like the back of his hand after a stretch in the city
guards abd scouts that patrol the wilderness, always wary of the goblin tribes that haunt the forests. Furnok's good life almost ended when
giants ambushed his patrol while they were dealing with goblin bandits leaving Furnok as the only survivor. Shocked that giants had come
down from the mountains, Furnok began training to become an expert on giants and hopefully pass along his skills so such tragedies
do not happen again.