Kryzbyn's Untitled Campaign

Game Master Kryzbyn


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Heyas...
This is for setting up what character you want to play, the background info that will be pertinent, etc.
This will be PFRPG, for ease of running by myself.
For stats, roll 2 columns of 7 rolls of 4d6 (re-roll 1's, and discard lowest roll for each, and then the lowest total roll). Keep the column you want, but if you do not have a total modfier of at least +9, then reroll.

We'll start there...


Background info OOC:
The intrepid heroes in the kingdom of Voldrune, a paladin of Val (god of honor n good), a cleric of val, a gnome sorceress, and a ranger were working on solving a mystery of why the weather had been changing (winter came early and hit hard, basicly in the middle of summer)...
The after math of which, the gods have simply stopped responding to their clerics, paladins, inquisitors, oracles, etc. Divine magic itself seems to have disappeared all together. The only god that seems to be granting spells, is the god of magic, Gyler, but it has been decreasing as well...
Rumors are they was another god war, most of them having been killed with Gyler immerging the victor.
With the "death" of most of the gods, their subjects of governing have become...erratic.
Elementals are more prevalent, the oldest ones claiming territory as would a dragon, outsiders are more common, increasingly so in some areas, undead have become a serious problem, as it seems no souls have a place to rest...


The weather has returned to normal somewhat, to the relief of farmers and townsfolk alike, although with elementals about, the chances for severe weather are greater than normal.
The general feeling is over a span or 8 months, everything was falling apart, then jsut as suddenly, everything was made right, except for those odd occurances mentiond above. Life isn't quite returning to normal...too many things have changed, so normal has changed as well...


One silver lining in all the chaos, is it seems some have developed the ability to make their will manifest with sheer will power, greatly aiding in the places where divine magic and some arcane have left a vaccum...


Some of these individuals have begun to group together, stepping up to fill the roles of other heroes who's loss of magic has hindered their ability to protect the innocent...

Still another few have risen to exploit those losses and tyrannize the innocent...

Shadow Lodge

I'm confused so I'll bite. Is this a game you're recruiting for? If so that would go in Gamer Connection, probably not many people will see it here. If that's not the case I'll wander back to my cave.


Sorry, I've already got players for this!

It'd be nice if it didn't broadcast all over everytime I updated this :P

Shadow Lodge

Nod, sorry to intrude. Figured by your post count you knew what you were about and just misclicked when creating the thread so I'd say something.


Appreciated! No harm, no foul :P


So this is my character concept.

Noble Paladin who's found his God gone/dead and his home overtaken by a tyrannical ruler using these new powers has gone underground and is now a rebel looking to overthrow the legal ruler to establish a true rule of law. Very lawful-good, but believes the law must be good to be followed.

LVL 1 Paladin
LVL 1 Rogue
LVL 1 Ranger

Thinks like a Paladin but functions more like a rogue/ranger.


Hmmm...
Interesting concept, but too specific...
This makes me make up an area just for your character, pretty much.
Not impossible, mind you...
He would follow the rules as an ex-Paladin, but without the atonement recourse...so it'd be better if you made a LG fighter...
The levels of rogue aren't necessary. In pathfinder there are no such thing as a cross class skill, you'd simply not gain a +3 class bonus.
If he thinks like a paladin, he'd most likely never pick up those class abilities...
Ranger has decent skills and such...if youre going the stealth route, and you'd lose the spell casting.

I was thinking a little more layman. Thoughts?


more layman...

a Dwarven blacksmith dedicated his life to making things that weren't used in war. During the upheaval his wife died and his children taken. he blames his inability to defend his family, so he has now picked up weapons and armor and is in search of his children, but of course he's a very good person and helps people whenever he can.

Dwarf
lvl 1 fighter


Better...
I jsut realized I need to decide how long ago the upheval was...
But we can work with yur dorf :P


Ok these are my stats, using the rolling method above, and before racial mods.

STR 17
DEX 14
CON 16
INT 15
WIS 11
CHA 12

+2 CON, +2 WIS, -2 CHA


Looks good.
Make him 2nd level. I did not get your e-mail...


Also, give him the following:
3 power points
Wild talent feat
Any 1st level power from the psion/wilder list. Should be something he does without realizing it...


Full sheet will follow but here's a brief.
Bergar Hammerhand, Fighter 2

Feats
Skill Focus: Craft:Blacksmith
Toughness
Weapon Focus: Warhammer

Skillpoints
Craft: Blacksmith
Intimidate
Knowledge: Engineering
Profession: Merchant

HP 27
I took 10 for first level, rolled 2d10 and took the better one for second, that was a 6, +4/lvl from con and +4 for toughness

For the special stuff..
the power I was thinking of was either Hammer or Mind Thrust. They both look like something I could do through my weapon which is what I have in mind for how to use them.

Wild Talent feat, I didn't see any that would be fitting, any suggestions?


"Wild Talent" is a feat in and of itself.
It basicly says taht you can qualify for psionic feats, even though you aren't technicly a manifester...


oh ok cool so about the power, Hammer or Mind Thrust activated through my warhammer would be my preference.


If that's how the powers work, then ok, pick one.
If not, and that's how you want it to work, pick one that works through a weapon...


Hammer is a touch melee attack 1d8; extra power points increase number of rounds you can use it, 2 points will increase damage by 1d8.

Mind Thrust is an instant attack 1d10; extra power points increase damage by 1d10.

Hammer has no save vs Mind Thrust has will negates. Hammer is an attack roll and Mind Thrust isn't. To me Hammer is more fitting as something I use through a hammer.

My thinking is this. It's likely the traumatic experience that unlocked his abilities. Beforehand it might've manifested in his blacksmithing but that's all.


Hammer
Discipline: Psychometabolism
Level: Psion/wilder 1, psychic warrior 1
Display: Auditory and material
Manifesting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched (see text)
Duration: Instantaneous
Saving Throw: None; Power Resistance: Yes
Power Points: 1
This power charges your touch with the force of a
sledgehammer. Your melee touch attack deals 1d8 points
of damage. This damage is not increased or decreased
by your Strength modifier.

Augment: You can augment this power in the
following ways:
1. For every additional power point you spend, you
can use this melee touch attack one additional time.
2. For every additional 2 power points you spend, the
damage increases by 1d8 damage.

See bolded; does not work through a weapon...this is what I meant.
So, if you want to channel it through your weapon, you can make a melee touch attack with your hammer and do 1d8, or hit with your weapon for normal weapon damage, they wont work in concert.
I'm hesitant to say you could do both becasue you only have 3 pp, and could only do it 3/day max, but picking up more power points later is always an option...


I can't see a reason he'd reach out and touch someone with his hammer rather than actually attack with it.

None of the powers as written are the sort of thing someone uses unintentionally. Frankly I don't care which one I get since as written its doubtful it'll ever get used. That's why I was trying to find a way to modify it so it'll apply. (I was actually looking for a crafting power as I felt it would make the most sense, but there isn't any that I can find)

Of course it could get nasty being able to do both since if I do get more power points I could really pump the ever living shit out of the damage. We could put a cap on how many power points can be spent on its use when using it as an attack. Say half my character level?

So I can spend as many power points as I have if I'm using it as a touch attack (not likely I'll ever do that, since I'd have to know about it) or I am capped at half my character level in points (1 point at second level, 2 points at fourth, and so on) if I'm using it as an attack through my warhammer.

Damage with maximum power spent at current level 2d8+STR (4d8+3*STR on crit). using 1 power point

Damage with maximum power spent at 6th level 3d8+STR (5d8+3*STR on crit) for two attacks. using 3 power points


Actually, that's not an issue, really.
You can only augment a power with extra points equal to your manifester level...which atm is 1/2 HD or 1. So you wouldn't be able to put more than 1 point in extra till 4th level.

This would act like a psi-like ability.

Crit would be 2d8+twice STR bonus at 2nd level...

Actually, I think I'm ok with this, unless you want to go with something like precognitive offence or defence...


Background summary...
You were newly married with a son on the way, finishing up your apprentice ship in Ironforge when the "Wild Winter" occurred.
All able bodied males were conscripted into the dwarven militia and trained for 12 weeks. You were conscripted and served to protect against a threat that never came, for 2 years. After calm returned the conscripts were reassigned to a town called Hedia, to help the humans rebuild in the aftermath of the upheaval caused by the "third god war". The 1st Mason's Corp, conscripts of crafters were chosen to escort the caravan, to consider themselves free of military obligation and asked to stay and help in Hedia with their skills.
You stayed and made a home for yourself for 5 more years, acting as town smith, repairing horseshoes, plowshares, etc.
On the eve of the atumnal equinox, just after dusk, orcish war horns sounded to the east, as a horde of orcs and trolls came sweeping through the gates before they could be closed, causing as much death and destruction as they could. The town druid (gnome) was able to hold a spot that when joined with the seasoned militia were able to rally and push the horde back. As they started to take serious losses, the horde turned into opportunists, stealing and kidnapping ans many things and people as they could on their way out. Returning home from aiding in the defense of Hedia, you find your wife dead, with a bloody morningstar next to her, and your son and daughter missing...


I will bury my wife in the traditional dwarven fashion, then after a period of grief that would be immeasurable to me in time I'll collect up the morning star and my weapon and armor and inform the head smith I'll be gone awhile, give a friend the keys to my home and leave Hedia heading east. I'll take a backpack with traveling supplies as I know it'll be awhile before I catch up with the ones you have my children.


After 5 days, you head out after the raiders.
It seems that they stayed as one large force until about a half day out from town...then they began to either drift apart or split up.
You know that the coast is only about 7 or 8 days from Hedia to the east, on the other side of some hills and swamplands, which start about 2 days east of hedia.
Indeded, you are about 3/4 day out of hedia, and the trail is becomming thin, and the tracks much less obvious...


As the tracks start to split up I'll try and look for ones that include wagons. Following the train of thought that captured people would be put in cages on wagons, I'll try and stick to that if I can. I'll also keep an eye out for anyone who lived in the area and survived the raider's passing.


There are towns a few days north and south of Hedia, but none east, except for a halfling village in the hills more north than east...
So far you have seen no survivors, and carts seem to split up as well..


Growling at the tracks, I'll pick one at random and follow it, "damned orcs'r gonna pay!"


You'll move on for the rest of the day, following the cart tracks...
They stay to a worn path for the most part, but something seems odd
Give me a survival check or a perception check...you can do this via the post by typing in '[ dice ]1d20+bonuses[/dice]' with no spaces or apostrophes


I'll avoid stopping as much as possible, eating dry rations while walking, not breaking if I don't have to, but I am still looking for any signs of people I could possibly question so I am trying to keep an eye out on more than just the tracks.

1d20 + 1 ⇒ (2) + 1 = 3

Either they're the same.


Whatever made the tracks seem odd isn't coming to you...
As you continue on, it gets close to dusk, and you see what looks like the tracks beginning to converge again. You don't see any firelight, but you can smell burnt flesh on the wind...


The tracks are converging again... odd that. heh... Burnt flesh, someone was killed, or something is being cooked badly maybe...

I will not camp, I'll ready my weapon and shield and find a concealed spot and wait, facing towards the direction the wind is coming from. If after 15 minutes I don't see anything (Darkvision) I'll evaluate from there.

what direction is the wind blowing? Is it coming from whatever the tracks split and went around?

Stealth 1d20 + 2 ⇒ (9) + 2 = 11


The wind is blowing from the east...
You adjust your eyes to the darkness and see nothing...
As you are about to give up, you see a group of 3 goblins appear in your vision, their path taking somewhat of an arc around you...a patrol, perhaps?


does anything from my militia training tell me whether Goblins have nightvision? Since it was a dwarf militia and they really hate goblins I thought I might know, but I wasn't trained to fight them any more than anything else so maybe not.

I'll wait and watch, trying not to move any more than I have to but keeping them in sight as long as they are close enough to see. The slightest indication that they maybe spotted me and I'll rush them.


Yes they do have darkvision...
1d20 ⇒ 5
1d20 ⇒ 9
1d20 ⇒ 9

Doesn't look as though they spot you as they continue on their way...
What languages does your character speak?


I get Dwarven and Common for free, my int bonus gives me two more but I hadn't picked them. I would take whatever the most common are is what I'd take.

hmmm... should I follow or should I see where they came from?

I'm going to make sure they're plenty far enough away by counting out 500 heartbeats then I'm going to head east slowly, pausing randomly and often to look and listen. I'll do this for about two hours then I'll try and find a good hiding spot to sleep for the night, if I haven't encountered anything.


Are you following after the goblins? They seem to be following a circle around a point to the east, or are you heading east?


If I recognize they're circling back east, I'll follow but far back as I'm not exactly a stealth guy. Do I understand what they say?


You can't make out exactly what's being said, due to distance, (assuming you speak goblin) but you can catch snippets about a meeting and/or a long trip.


Then I don't want to lose them, so I'll stick to their route instead of cutting straight east. I'm also on the lookout for the possibility that they pass another patrol so I don't get pinched while following. Still with Hammer and shield at the ready.


As your doing your best to follow them (they are beyond 60') after a bit you realize they are coming toward you, instead of moving away, aparently following the same path in reverse.
1d20 ⇒ 18
1d20 ⇒ 6
1d20 ⇒ 3
One of them stops and says "Hey, whazzat?" as he points in your direction...


I'll try to duck behind a bush or tree before I'm in sight, since they're following the same path in reverse then if I manage to avoid them then I'll prepare to ambush them.

Stealth 1d20 + 2 ⇒ (15) + 2 = 17


Can't stealth while observed, as the one has definately seen you, he just didn't know what "you" was...
When you move to duck behind a bush, they pull weapons and move toward you..

Initiative:
Gobbo 1 1d20 + 2 ⇒ (9) + 2 = 11
Gobbo 2 1d20 + 2 ⇒ (18) + 2 = 20
Gobbo 3 1d20 + 2 ⇒ (16) + 2 = 18


oh ok well then I'll use the bush to continue to conceal what I am if I can. It's something at least. Then when they do get close I'll try to use the bush to limit their ability to circle around me. Keep them in front of my shield.

initiative
1d20 + 2 ⇒ (7) + 2 = 9


In common, one says "Yoo dere! Commout!" while the other two fan out a little and hang back.

Give me a sense motive roll please.


I'll respond in broken common, slurring a goblin word or two into it, "Err me leg's urt, gimmie 'elp!"

disguise for my voice 1d20 ⇒ 2

sense motive 1d20 + 1 ⇒ (4) + 1 = 5


The goblin tilt's his head...
1d20 ⇒ 4
"Youz...sound like...fat goblin...?" He scratches his head "We don't has dose..."
Another goblin says "Yoo figgur what it waz? Can we go?"
The other one says "Food?" hoepfully.


"dammat com'ere, me leg's urt!"

can I see how close they are?

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