Doomsday Dawn Troupe Playtest

Game Master Kevin O'Rourke 440

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I assume the mean spellcasting ability modifier like in normal heal, so your wisdom I believe.


Male NG Dwarf Fighter 1 | HP: 19/23 | AC: 15, TAC: 12 (+2 shield) | F: +4, R: +2, W: +2 | Perc: +4 | Speed 20ft | Hero Points: 1/1 | Resonance 0/0 | Active conditions: None.

So, as we are nearly done with part one, what are people's thoughts on characters for part two and beyond?

So far, I'd like to try a rogue next, a wizard at some point. and a barbarian at high levels.


Seeing as I'll be able to hand over the GMing Hat to Rolo I'm thinking I'll either make a sorceror (one of the bloodlines with the primal or divine list for healing) or a fighter.


Male NG Dwarf Fighter 1 | HP: 19/23 | AC: 15, TAC: 12 (+2 shield) | F: +4, R: +2, W: +2 | Perc: +4 | Speed 20ft | Hero Points: 1/1 | Resonance 0/0 | Active conditions: None.

I'm happy to either have a rogue as a trapfinder NPC or save a rogue for Part 3.


Gears whir, lights flicker on.

Character Creation Information for Doomsday Dawn Part 2: “In Pale Mountain’s Shadow”

For “In Pale Mountain’s Shadow,” the players set aside the primary characters they made for “The Lost Star” and create brand-new 4th-level characters.

Because the PCs are being hired to cross a dangerous tract of terrain, some of them should be characters suited to exploring the wilderness. Rangers and druids would make good choices, but the players should still strive to create a balanced party with a variety of characters rather than multiples of the most wilderness-focused classes.

“In Pale Mountain’s Shadow” takes place in the year 4709 ar, beginning in the recently liberated town of Kelmarane and moving to the slopes of Pale Mountain—the same locations that feature prominently in the Legacy of Fire Adventure Path. This chapter assumes that the events of that Adventure Path have started and are in the process of playing out, with the events of this chapter occurring during the year of downtime built into the conclusion of Legacy of Fire’s first adventure, Howl of the Carrion King.

LEVEL
Each PC should be 4th level.

BACKGROUNDS
Each player should choose a background from those listed on pages 38–39 of the Pathfinder Playtest Rulebook.

LANGUAGES
Three languages — Auran, Gnoll, and Ancient Osiriani— might open up additional role-playing or investigatory opportunities in this chapter, and that they have access to those languages. However, knowledge of these languages isn’t required to complete “In Pale Mountain’s Shadow.”

PURCHASING GEAR
Each character begins with one 3rd-level item, two 2nd-level items, one 1st-level item, and 300 sp to spend on additional items. As the GM, you determine which items the PCs can start with, but they should have access to at least all common items of their level or lower. The characters already know each other, so they can pool their money to buy items.


HP 14/18 AC 15 TAC 12 | F+4 R+2 W+6 | Perc +5 | SP 3/4 Res 1/1 | Spells 1st 1/2 (DC 15) | Hero Points 1/1
Tsharat:
HP 11/11 | AC 13 TAC 12 | F+2 R+3 W+4 | Perc +4 | jaws +3 (1d6+2 P), talon +3 (1d4+2 S)

I'm thinking I'd like to try monk or bard.


RETIRED

I'd like to play a ranger for In Pale Mountain's Shadow.


HP 14/18 AC 15 TAC 12 | F+4 R+2 W+6 | Perc +5 | SP 3/4 Res 1/1 | Spells 1st 1/2 (DC 15) | Hero Points 1/1
Tsharat:
HP 11/11 | AC 13 TAC 12 | F+2 R+3 W+4 | Perc +4 | jaws +3 (1d6+2 P), talon +3 (1d4+2 S)

Nice, do you plan on a melee or ranged ranger? If we need a frontliner, I'll build a paladin, but currently learning toward utility/support bard.


RETIRED

Oooooh.... I haven't sat down to come up with a concept yet. I'd be happy with either. If you're leaning to bard I'll make a melee ranger. If you're undecided I'll give it some thought and decide by the end of the weekend.


HP 14/18 AC 15 TAC 12 | F+4 R+2 W+6 | Perc +5 | SP 3/4 Res 1/1 | Spells 1st 1/2 (DC 15) | Hero Points 1/1
Tsharat:
HP 11/11 | AC 13 TAC 12 | F+2 R+3 W+4 | Perc +4 | jaws +3 (1d6+2 P), talon +3 (1d4+2 S)

Yea, I'm definitely leaning bard. Here's a draft of where I'm at so far. I haven't yet selected magic items (other than an expert instrument).

Statblock:

Bard
Male gnome bard 4
Chaotic, Gnome, Good, Humanoid
Percep +5; Senses low-light vision
--------------------
Defense HP 48 Spell Points 6 Hero Points 1 Res 8
--------------------
TAC 17; AC 19
Fort +6; Ref +5; Will +5
--------------------
Offense
--------------------
Speed 10 ft.
Melee Light mace +7 (1d4-1 B, 2d4-2 B), or
Rapier +7 (1d6-1 P, 2d6-2+1d8 P), or
Whip +7 (1d4-1 S, 2d4-2 S)
Ranged Shortbow +7 (1d6, 2d6+1d10 P)
Bard Occult Spellcasting Known (CL 4th)
. . 2nd (3/day)—comprehend language, mirror image, restoration
. . 1st (3/day)—color spray, fear, magic weapon, soothe
. . 0 (at will)—daze, detect magic, forbidding ward, inspire courage, light, mage hand, message
First World Magic Known (CL 4th)
. . 0 (at will)—tanglefoot
--------------------
Statistics
--------------------
Str 8 (-1); Dex 16 (+3); Con 14 (+2); Int 12 (+1); Wis 10 (+0); Cha 18 (+4)
Skills Athletics +1, Bardic Lore +5, Deception +8, Diplomacy +8, Entertainment Lore +6, Intimidation +8, Occultism +5, Performance +10, Society +5, Stealth +4
Feats Bardic Lore, Cantrip Expansion, First World Magic, Multilingual, Skill Training, Virtuosic Performer
Languages Auran, Common, Gnoll, Gnomish, Sylvan
Other Abilities spontaneous heightening
Other Gear studded leather, light mace, rapier, shortbow, whip, arrows (40), backpack, flint and steel, flint and steel, handheld expert musical instrument, hemp rope (foot)s (50), pup tent, rations (day)s (5), waterskin, purse (202 sp)


I ended up making a human cleric of Saranrae.

Stats:

Human-Hunter-Cleric (Of Saranrae)
HIT POINTS 48 | SIZE Medium | SPEED 25 feet
Str 10, Dex 16, Con 12, Int 12, Wis 18, Cha 10
AC: 22 TAC: 20
Languages: Common, Ancient Osirian
Triats: Human, Humanoid
Deity: Saranrae. Domain: Healing
Perception Trained +8
Saves: Fortitude Expert +7, Reflex Trained +8, Will Expert +10
Weapons: Trained in all simple and scimitar.
Armour: Trained in light armor, medium armor, and shields
Spells: Trained in divine spell rolls and DCs and in attack rolls for divine spells
Spell Points: 6/6. Channel Energy 3/3. Resonance 3/4

Skills:

Religion Trained +8
Survival Trained +8
Hunter Lore Trained +5
Medicine Expert +9
Stealth Trained +7
Nature Trained +8
Occult Trained +5
Acrobatics Trained +7
Arcana Trained +5
Athletics Trained +4

Gear:

Gear: +1 Breastplate, Minor Healing Potion, Everburning Torch, Hand of the Mage, Sickle, Crossbow, 30 Bolts, Dagger, Backpack, Bedroll, Flint and Steal, Rations (Four Days), Silk Rope 50ft, Waterskin, Torch (5).
2pp 4gp 8sp 8cp

Feat:

Survey Wildlife skill feat

HEALING HANDS FEAT 1
Trigger You start to cast heal to heal a living creature or harm to heal an undead creature.
Add a Verbal Casting action to the casting of the triggering spell and increase the number of Hit Points the target regains by 1d8. If you are at least 10th level, you instead increase the number of Hit Points the target regains by 2d8, and at 20th level, you instead increase it by 3d8

SELECTIVE ENERGY FEAT 4
You can prevent enemies and allies from gaining the benefit or facing the wrath of your divine power. When you cast the 3-action version of harm or heal, you can designate a number of creatures equal to your Charisma modifer (minimum 1) that are not targeted by the spell.

ADVANCED DOMAIN FEAT 4
Prerequisites domain
Your studies or prayers have unlocked the deeper secrets of your deity’s domain. You gain the
advanced domain power from one of your domains (as listed on Table 3–10: Domains on pages 72–73 Increase your Spell Point pool by the number of points this new domain power costs to cast.
Special You can select this feat once per domain gain an advanced domain power for a different domain which you have the initial domain power.Each time, you gain an advanced domain power for a different domain.

TOUGHNESS FEAT 1
You can withstand more punishment than most before going down. Increase your maximum Hit Points by your level or 4, whichever is higher. When you reach level 5 and every time you gain a level thereafter, adjust your maximum Hit Points gained from Toughness accordingly (for example, at level 7, this feat would increase your maximum Hit Points by 7). You also gain a +1 circumstance bonus to recovery saves (see page 295).

SKILLED FEAT 1
Your ingenuity allows you to train in a wide variety of skills. You become trained in two skills of your choice. For more about skills, see page 142.

BATTLE MEDIC FEAT 1
Prerequisites trained in Medicine
You can patch up yourself or an adjacent ally, even if you’re in the middle of combat. In order to
do so, you must attempt a DC 20 Medicine check. Regardless of your result, the target is bolstered to your use of
Battle Medic.
If you’re a master of Medicine, you can instead attempt a DC 25 check to increase the Hit Points regained by 2d10, and if you’re legendary, you can instead attempt a DC 30 check to increase the Hit Points regained by 4d10.
Success The target regains Hit Points equal to 1d10 plus your Wisdom modifer.
Critical Success As success, but target regains 1d10 additional HP.
Critical Failure The target takes 1d10 damage.

SKILL TRAINING FEAT 1
Prerequisites Intelligence 12
You become trained in the skill of your choice. Special You can select this feat multiple times, choosing a new skill to become trained in each time.

[spoiler=Prepared Spells]
Cantrips
-Light
-Detect Magic
-Forbidding Ward
1st Level Spell 3/3
-Magic Weapon
-Magic Weapon
-Burning Hands
2nd Level Spell 3/3
-See Invisibility
-Silence
-Restoration[s/poiler]


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Neferet here.

I've made a human labourer ranger who fights with hatchets. She's a callous mercenary, whose only in it for the coin.


HP 48/48 | AC 19 TAC 17 | F+6 R+5 W+5 | Perc +5 | SP 6/6 Res 8 | Spells 2nd 3/3 1st 3/3

Here's my handsome, gnomish bard.


So we have Neshim, Neferet, and a Cleric of Sarenrae thus far.

I take it that a NPC rogue is unnecessary?


Lets give it a crack with just the three.


Fine by me!

I shouldn't be completely crippled for time and energy this week coming. Headcold on way out is helping.


Pretty much at the end of part one... there's a trap on the chest but I imagine the poor locksmith will receive some free healing on that account. Dragging it to Keleri's and hiring a locksmith makes sense.


Cool. I don't know exactly when I'll be ready to start part two. If I get a bunch of time, it'll be this weekend.


HP 14/18 AC 15 TAC 12 | F+4 R+2 W+6 | Perc +5 | SP 3/4 Res 1/1 | Spells 1st 1/2 (DC 15) | Hero Points 1/1
Tsharat:
HP 11/11 | AC 13 TAC 12 | F+2 R+3 W+4 | Perc +4 | jaws +3 (1d6+2 P), talon +3 (1d4+2 S)

Take your time. No one wants a stressed and burned out GM!

But, super excited to play the next segment. What kind of background should the characters have?


Fair!

And the standard ones from the playtest rulebook. Scroll up for more detail. :)


HP 14/18 AC 15 TAC 12 | F+4 R+2 W+6 | Perc +5 | SP 3/4 Res 1/1 | Spells 1st 1/2 (DC 15) | Hero Points 1/1
Tsharat:
HP 11/11 | AC 13 TAC 12 | F+2 R+3 W+4 | Perc +4 | jaws +3 (1d6+2 P), talon +3 (1d4+2 S)

I'm thinking more campaign-specific. But to be honest, I don't know a thing about Legacy of Fire or this AP. How much detail are you looking for? Should I read those sources mentioned?


RETIRED

Its not necessary. But if you want more information you would know:

Legacy of Fire Spoilers:
...that there was this secluded trading town in Katapesh named Kelmarane which was conquered by gnolls quite a while ago. The gnolls are from the Kulldis tribe and are run by a human named Vardishal. They are in turn under the banner of the Carrion King in the nearby Pale Mountains. The Kulldis use Kelmarane as a lair, and as a trading centre, bartering in slaves, and inviting desperate human merchants to trade with them. They also have a battle arena there, a monster worm in the fields they sacrifice victims to, and a harpy alchemist who is the chieftain's mate.

A merchant princess named Almah Roveshki put together a caravan and travelled there, with the intent of reclaiming it for the Pactmasters of Katapesh (and earning her family some serious clout!). When they arrive in the region the caravan makes camp while the PCs cleanse a local Sarenite monastery and drive out the resident pugwampis who lived there. Pugwampis suck is pretty much the moral of that part of the adventure. Haha. Then the caravan moves into the monastery and the PCs work to conquer the lands around Kelmarane and retake Kelmarane (typically via skirmishes). As they first book comes to a close they have cleansed the city and Almah now owns it.

After that there is a one year downtime where Almah works to rebuild and re-establish the town. The PCs get to help or do whatever they want in the town. What the town becomes is up to PCs, but there are a few main locations: The Battle Market (a trading hub, bar, restaurant, inn, and battle arena located in the centre of the town's massive hill. It's the highest point in town and the grandest building), the Church of Sarenrae (which was once haunted but has been reconsecrated), a grand manor (which Princess Almah claims for herself), and the pesh fields surrounding town (which no longer have a massive sand monster in them). People in the region hate gnolls and pugwampis.

This part of our adventure takes place near the end of that one year of downtime. Kelmarane is a burgeoning trading centre, quite large, and under Almah's rule. I think she's a mayor? Something like that. The region right around Kelmarane and the road back to Katapesh is safe, but the nearby Pale Mountains are still home to gnolls and the terrifying Carrion King. We'll be heading into that dangerous region.

Hope that gives you enough information to work with without spoiling too much. Legacy of Fire is a super fun campaign. I really enjoyed running it.


HP 14/18 AC 15 TAC 12 | F+4 R+2 W+6 | Perc +5 | SP 3/4 Res 1/1 | Spells 1st 1/2 (DC 15) | Hero Points 1/1
Tsharat:
HP 11/11 | AC 13 TAC 12 | F+2 R+3 W+4 | Perc +4 | jaws +3 (1d6+2 P), talon +3 (1d4+2 S)

Thanks Neferet, that's a lot of info!


RETIRED

That may or may not be a good thing... Haha.


That is helpful!

Knowing the events of Legacy of Fire is fine by me.


RETIRED

Hi guys! Not sure when we're starting part two, but this weekend is Thanksgiving so I will very likely be unable to fit in a post. I’ll be back to regular posting on Tuesday. I hope you have a great weekend!


I should be a lot less pressed for time after this weekend. So hoping for a start during next week.


Introductions!

And apologies for the lengthy delay.


2 people marked this as a favorite.
Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Things I thought I'd never say (but did!):

"I love a good crunchy 'stache."

*head shake*


HP 48/48 | AC 19 TAC 17 | F+6 R+5 W+5 | Perc +5 | SP 6/6 Res 8 | Spells 2nd 3/3 1st 3/3

RP at its best!


Progress tomorrow! I've been away from pc.


To note, the book says to give the party a +1 magic weapon and wherever possible to avoid giving a ranged weapon. Hence the scimitar.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Ah but Samar is not a ranged ranger! I think she'll make better use of it... though that is painful to admit.


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

You can keep the scimitar. I'm fine with my hatchets.


I'll most likely post here in my evenings. Editing a lot of text away from pc is a nuisance.


HP 48/48 | AC 19 TAC 17 | F+6 R+5 W+5 | Perc +5 | SP 6/6 Res 8 | Spells 2nd 3/3 1st 3/3

Neshim is ready to go!


It occurs to me that I never did talk much about my ideas for GMing a pbp.

I endeavour to update as often as feasible, aiming for once a day.

I will do my best to inform you all if I expect to be unavailable for a time. I appreciate the same in return. That said, I think people here are generally good for that.

Feedback welcome!


HP 48/48 | AC 19 TAC 17 | F+6 R+5 W+5 | Perc +5 | SP 6/6 Res 8 | Spells 2nd 3/3 1st 3/3

It's nice of you to even worry enough to write this up. But don't worry, I think we've played together enough to know what to expect.

I'm most active during the week as work permits, and tend to be less active on the weekends when I'm not sitting at a computer. Some days I can post multiple times and some days, like this week, leave me with little time to do more than pop into discussions.


Fair enough!


I didn't get near a PC this evening. I aim to post either tomorrow morning or evening.


With Neshim likely to be unavailable this week, as a general rule I'll bot him after Samar and Scipio post turns.


5th Level Cleric of Saranrae. HP 45/57. AC: 24 TAC: 22. Per +9. F +8, R +10, W +12. Spell Points: 5/7. Channel Energy 4/4. Resonance 3/4. Speed 20ft*

Samar's turn with the two crits based off skill compared to the opponent is a good example of why I'm liking the critical successes coming from beating the enemy AC by 10!


I prefer this critical hit system to PF1's.


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Agreed!


Samar | Female Keleshite Ranger | HP: 68/82 | AC 21*, TAC 20* Twin Parry +1 AC| F:+10 R:+8 W:+8 | Hero Points: 1/1 | Resonance: 4/4, Overspent: 0 | Perc +7 (+8 to seek) | Speed 25 ft. | Class DC 18 | Active Conditions: Forbidding Ward, Heroism

Hey guys, I’m going to have a crazy busy weekend. It’s unlikely I’ll be able to post Saturday, and I definitely won’t be able to post Sunday. Sorry if I hold up the game. Feel free to bot me if needed.

Thanks!


No worries Meloriel. Take care.


I'm trying a google sheet instead of a google slide for this map, using a dungeon maker. Let me know what you all think.


HP 48/48 | AC 19 TAC 17 | F+6 R+5 W+5 | Perc +5 | SP 6/6 Res 8 | Spells 2nd 3/3 1st 3/3

Guys, I'm very sorry but I need to bow out of this game. You've probably seen this coming with my recent silence in our other games. Work (my usual posting time) has just been crazy, and I haven't been able to devote much time to posting. In a few weeks I hope things will even out, but in the meantime I barely have time to read the posts, much less learn and apply the rules of a new system! Given that we're changing gears so quickly, I hope it won't be trouble to recruit a player to join you.


Fair enough Neshim. It'll be tomorrow before I get a post up here. Finding stuff in the playtest books is not as quick as I'd like and I do need to go to bed at some stage. ;) You're welcome to come back in if your schedule eases up.


Samar, Scipio, what do you think of the idea of recruiting more players?

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