Oxnard's Reign of Winter

Game Master Nathanael Love

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Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Thread for discussion and character creation for Reign of Winter game.

Player's Guide

Looks like I have 2 possibly 3 here- will be looking for 5 total.

Going to use "standard" rules for character creation- 20 Point, PHB point buy, PF1 Rules as written, almost any options allowed, 2 Traits (preferring 1 campaign trait from the Player's Guide), no drawbacks.


Three T's:

Ptarmigan
Tengu
Troubador

Chuckles in Ptarmigan:
https://www.youtube.com/watch?v=xUSIRpQBdVs


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Going with 200 Gold for starting gold I decided.

Also, I'm tracking for player's:

Matt
Tommy
Andrew
J (Faulty Reagent Refrigeration Facility)

And one more possible from J's in person group.

Welcome everyone- this is obviously Nate.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So for party comp we are looking at:

Oracle
Bard- possibly Fey prankster
Goblin Cavalier (Wolf Rider)/Alchemist (Pie Baker)/ Fighter
Ranged Slayer

This is a lot of "tweeners" but I think it works- several halfway front line characters +several half healers + several half casters.

I may pull in one more from people I've played on the forums.

Hoping to start about Friday if people can have characters mostly rounded up by then.


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

Wait, so if the front line the oracle (Who doesnt carry a weapon and has 3 spell slots) and a juggler?

Oh man.

This is shaping up to be a famous Nate style TPK. :)


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

I'm assuming a Wolf riding goblin and aasimar Slayer can take some hits.

It'll be interesting!


Hello GM and fellow players! I thank you for the invitation!! ;-)

I would like to play a front line character of that works for you guys.

Have a great week!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Thanks for joining us Noral- that will leave us as:

Oracle
Bard- possibly Fey prankster
Goblin Cavalier (Wolf Rider)/Alchemist (Pie Baker)/ Fighter
Ranged Slayer
Something front line

Reminder- 20 pt point buy, 200 gold, 2 traits, anything official Paizo/PF1 is allowed except try to stay to a generally humanoid race


Hi GM and fellow players, I have played with a couple of character ideas but am noy decided yet. :-(

If I am finished until the weekend is that still ok?


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Yes that's fine.


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

I am still tweaking a bit - but I think I am basically setup. Meet Dr. Everand Gareau, one scary dude.

Doc Gareau is a twisted and scarred half-orc who wears elaborate costumes, including a wooden mask. He, himself, is dark-skinned and shaved bald with a thin mustache and simple, but long, goatee. He also shows a number of tattoos and some intricate scarring in varying locations on this body.

Still working on background details, but he is from a tribe in the northern lands, and is currently wandering from place to place, but he keeps his reasons to himself (for now).


Tengu CG Bard (Fey Prankster) 1| HP -1/8 |AC 14; Touch 12; FF 12 | CMD 13 | FORT 0; REF +4; WILL +1 | init +2 | perc +1 | 30-1
Runeson Twice-Cursed wrote:

Wait, so if the front line the oracle (Who doesnt carry a weapon and has 3 spell slots) and a juggler?

Oh man.

This is shaping up to be a famous Nate style TPK. :)

No, no wait, it gets better. I'm not going juggler; I'm taking an archetype that gives up Inspire Courage in addition to Loremaster! No combatant abilities for tradeoff!

noral wrote:

Hello GM and fellow players! [...]

I would like to play a front line character of that works for you guys.

Perfect, thank you! Nice to have you with us!

Faisal Trilltale de Irrisen is a pudgy Tengu who claims to be good stock and noble lineage of Ptarmish Tengu of colder lands, but his round head suggests a bit more budgeriger than his boasts would indicate. He does his best to hide this fact with an oversized tartan tam o’shanter.

The very model of a dilettante polymath, Faisal chooses not to lay his talents in one medium but among both music and prose in equal measure. His widest published work—The Dew-Bedecked Starling, a sonnet corona—is held in higher standing than his small woodwind chamber pieces; collectively Un cri inutile de tergiversations d'oiseaux. Although after a few ales (please sir, I hope your brewmaster supplier is acquainted with coriander) he’d also be primed to boast his own pen has authored several memorable verses to the tavern chant of The Woodcock in a Bind.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So update on status:

Almost done/profiles built:

Doctor Gareau
Faisal Trilltale de Irrisen
Runeson Twice-Cursed

Characters close(ish) to complete but pending transcribing to forum:
Andrew
Tommy

Ideas stage:
Noral

Waiting a bit more to get everyone rounded up and ready, but just wanted to run down- hopefully we can start in a few days here.


Hello everyone!

I have the following build. It is based on an existing character that I have.

What do you think?

Bard Dawnflower Dervish :

Male LG Ifrit - usually praying or taking action, forceful personality

_________________________________________________________________

-- STATS --
Str: 7, Dex: 18, Con: 14, Int: 7, Wis: 11, Cha: 18

_________________________________________________________________

-- COMBAT --
Scimitar: +4 (1d6+4; 18-20/×2) (To hit: BAB +0, Dervish Dance Dex +4 / Damage: +4 via Dervish Dance feat and +1 if non-lethal via Blade of Mercy trait

Due to ‚Blade of Mercy‘ trait: Non-lethal damage has no -4 to hit and has +1 to damage.

Light Crossbow +4 (1d8, 19-20/x2) To hit: BAB +0, Dex +4
AC 16 (+2 Armor, +4 Dex)
_________________________________________________________________

-- SAVES --
Fortitude: +2 (Con +2, Bard +0)
Reflex: +6 (Dex +4, Bard +2)
Will: +2 (Wis +0, Bard +2)

_________________________________________________________________

-- SKILLS --
Bluff +8 (Rank +1, Class +3, Cha +4)

Diplomacy +8 (Rank +1, Class +3, Cha +4)
Intimidate +8 (Rank +1, Class +3, Cha +4)
Perform (Sing) +8 (Rank +1, Class +3, Dex +4)

Lvl 1: 4 Skill Points = 6 Bard -2 Int
TOTAL - 4 Skill Points

_________________________________________________________________

-- GEAR --
Cold Iron Scimitar (weapon cord attached), 4 lbs.
Lamellar Cuirass Armor, 10 lbs.
Light Crossbow, 4 lbs. 40 bolts
Holy Symbol of Sarenrae, 0 lbs.
Backpack, Masterwork, 4 lbs.
Weapon cord, 0 lbs.
Air bladder, 0 lbs.
Snorkel masterwork, 0 lbs.
Animal glue, 0 lbs.
Earplugs, 0 lbs.
Universal solvent
Smoked googles
_________________________________________________________________

–– GOLD ––
TOTAL OVERVIEW:
* Currently: 3 gp
* Gained: 200 gp
* Spent: 147 gp

_________________________________________________________________

–– HIT POINTS ––
Lvl 1: 11 Hit Points = 8 Bard + 2 Con + 1 Favored Class
TOTAL: 11 Hit Points

_________________________________________________________________

–– BARD SPELLS ––
• 0 level: Detect Magic, mending, Message, Read Magic
• 1st level: Hideous Laughter, Saving Finale

–– SPELLS PER DAY ––
• 1st level: 2

Points

______________________________________________

–– BARDIC PERFORMANCE ––
11 rounds = 4 + 4 Charisma + 3 traits

———-

-- FEATS --
• Level 1 (free): ARMOR PROFICIENCY (LIGHT)
• Level 1 (free): DERVISH DANCE (Combat) - Prerequisites: Dexterity 13, Weapon Finesse [Satisfied through 'Dervish Finesse‘ Swashbuckler class ability], Perform (dance) 2 ranks, proficient with scimitar, Benefit: When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.
• Level 1: ENFORCER (Combat) - Prerequisites: Intimidate 1 rank, Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.

-- TRAITS --
• BLADE OF MERCY (Religion: Sarenrae): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.
• Maestro of the Society (Social: Bard, Pathfinder Society): Studying this knowledge gives you the ability to use your bardic performance an additional 3 rounds per day.

_________________________________________________________________

-- CLASS ABILITIES --

* CLASS ABILITIES - Bard (Dawnflower Dervish) 1 *
• Deity: A Dawnflower dervish must be a worshiper of Sarenrae. A dervish who abandons or betrays this faith reverts to a standard bard.
• Weapon and Armor Proficiency: A bard is proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are also proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor and use a shield without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a bard wearing medium or heavy armor incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass bard still incurs the normal arcane spell failure chance for arcane spells received from other classes. Dawnflower dervishes gain weapon proficiency with the scimitar. This ability replaces their proficiency with the rapier and whip.
• Bardic Performance: A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per day equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per day. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level. Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. Each bardic performance has audible components, visual components, or both. If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components. If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
- Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
- Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
- Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability. Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect. Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
- Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
-Battle Dance (Su): A Dawnflower dervish is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except that the Dawnflower dervish’s performances grant double their normal bonuses, but these bonuses only affect him. He does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, and effects that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. The benefits of battle dancing apply only when the bard is wearing light or no armor. Like bardic performance, battle dancing cannot be maintained at the same time as other performance abilities. Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the Dawnflower dervish to stop the previous performance and start the new one as a move action. Like a bard, a Dawnflower dervish’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A Dawnflower dervish cannot perform more than one battle dance at a time. At 10th level, a Dawnflower dervish can start a battle dance as a swift action instead of a move action. When the Dawnflower dervish uses the inspire courage, inspire greatness, or inspire heroics bardic performance types as battle dances, these performance types only provide benefit to the Dawnflower dervish himself. All other types of bardic performance work normally (affecting the bard and his allies, or the bard’s enemies, as appropriate). This ability alters the standard bardic performance ability.

_________________________________________________________________

-- IFRIT RACIAL TRAITS --
• Wis: -2, Dex: +2, Cha: +2
• TYPE: Outsider (Native)
• SIZE: Medium
• DARKVISION
• WILD HEART: Ifrits with this trait are as swift and dangerous as a blazing wildfire. They gain a +4 racial bonus on initiative checks. This racial trait replaces energy resistance.
• EEFRITI MAGIC: Some ifrits inherit an efreeti ancestor’s ability to magically change a creature’s size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit’s level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
• HYPNOTIC: Ifrits with this racial trait evoke the entrancing nature of flame, adding +1 to the DC for all saving throws against spells or effects they cast that inflict the fascinated condition. Once per day, when a creature rolls a saving throw against such an effect from the ifrit, the ifrit can spend an immediate action to force that creature to reroll the saving throw and use the second result, even if it is worse. The ifrit must announce he is using this ability before the results of the first roll are revealed. This racial trait replaces fire affinity.

• Automatic Languages: Common, Ignan


Male AC 19 HP 31Init 4 Fort 6 Ref 6 Will 1 Goblin Cavalier 1 Alchemist 1 Fighter 1

HI,
Kolaach Gosselin here. (A Goblin dressed like a traditional baker, including an oversized hat.)
As Second-generation baker, Kolacch along with his trusted mount Voolk are traveling around in search of the perfect pie recipe. Mine Always seem to blow up.


Male Aasimar (Garuda-Blooded) Slayer/1

Ok I think I got this all figured out...

LaMort Marche, Witch Assassin (although I'd never admit to that unless you wanted to employ my services). Apparently, an angel came down, layed with a Witch, and that's how I came to be. The funny thing is, I was destined to falter the stability of an entire Witch nation. My mother must have loved me enough to live, but not enough to raise me. Dropped off at the cliche orphanage, I was quickly adopted by a Witch Hunter; he saw my... potential. As did... a certain Deity.

On my first hunt, I hesitated. It cost me my adopted father his life... I learn from my mistakes...


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

And we are started! First post is up in gameplay.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

For those of you new to the forums-

"bold for spoken"

"ooc" for out of character

and Name of Roll: 1d20 + 3d6 + 1 + 7 ⇒ (2) + (2, 2, 3) + 1 + 7 = 17

These are all done by using "[]" with "b" "/b", "ooc" "/ooc", and "Dice=Name of Roll" 1d20+3d6+1+7 "/dice" in the brackets at start/end []


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Just FYI: I changed my character name and picture.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Alright! Our first combat-

The way this works- I roll initiative, then lay out the turn order and put people who can act in Bold- post your actions, as well as if you are delaying to let someone else's action go first.

Then, I will resolve all the actions in initiative order and post the enemies' actions, and reset for the next set of people who need to act.


So when we TPK to two zombies what kind of variations of this party are we going to run? :popcorn:


N Medium Human Oracle 2| HP 15/15 |AC: 18 FF: 16 Touch: 12 CMD: 12 FCMD: 10 | Initiative +2(with advantage) | Fort: 2 Ref: 2 Will: 3 | Speed 20ft

Just 6 Conan the barbarian's.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Hey guys- just want to drop a note. My wife and I are at the hospital this morning inducing to have our baby. Still lots of waiting involved, but I'm limited to my phone and won't be able to do full updates till Wednesday afternoon most likely.


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Oh my god!! Congratulations!!! All the best to you and your family!!


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Congrats! Hope everyone is healthy and happy!


Sorry guys, not used to the correspondence play. I'm having some difficulty with the option paralysis here.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Added slide with the treasure you've accumulated so far. If your character is taking something put their name in parenthesis behind it, or for the CLW wand which is pretty "party" oriented whoever is going to be physically carrying it.


Faisal gets the first of many natural 1 rolls wrote:

Faisal draws his trusty oboe and attempts to bludgeon the naturally camouflaged menace!

Attack, bludgeoning: 1d20 + 2 ⇒ (1) + 2 = 3
Damage, if applicable: 1d6 + 1 ⇒ (4) + 1 = 5

https://imgur.com/a/l4rCuIN

https://www.youtube.com/watch?v=suaUl_za8wE


Faisal gets the second of many natural 1 rolls wrote:

Failing to observe any additional assailants Faisal trails behind Voolk to try his hand at a swing!

Melee attack: 1d20 + 2 ⇒ (1) + 2 = 3
Melee damage if applicable: 1d6 + 1 ⇒ (5) + 1 = 6

https://imgur.com/a/l4rCuIN

https://www.youtube.com/watch?v=suaUl_za8wE


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry, out of town this weekend will get the next thing rolling tomorrow afternoon.


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Do not worry! Have fun!


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Hello GM,
Just wanted to point out a combo Troy is using.

BLADE OF MERCY (Religion: Sarenrae): When striking to inflict nonlethal damage with any slashing weapon, you do not take the normal –4 penalty on your attack roll, and gain a +1 trait bonus to any nonlethal damage you inflict with a slashing weapon.

ENFORCER (Combat) - Prerequisites: Intimidate 1 rank, Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Greetings fellow nerds!

I am the (or maybe one of the) replacement player(s) that Oxnard mentioned in the gameplay thread. I've been playing Pathfinder since it was in beta and PbP for a while now (I did it for a few years and then had to take an extended hiatus, I made this profile when I was able to come back however long ago). I noticed that you guys could use a front-liner, so Lief here is ready to get into the thick of things with you. I haven't had a chance to write out his background yet, but his crunch should all be done if anyone wants to take a look. He's on his way to being sort of the fantasy version of the historical berserkers (he'll manifest an aspect of the bear and rage like a barbarian). I'm always open to questions/suggestions/feedback. Oh, also, I don't want to ruin any surprises but he is currently 2nd level, yes, and I have reason to believe that will be the appropriate level by the time he meets up with you.


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Thanks a lot! Looking forward to playing with you!!


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Thanks, me too!

@Oxnard (and anyone else who might be interested)- my background is completed and posted in my profile. Let me know when I should start posting.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Alright!

So the original party who is still with us if you can please level up to level 2 here; Lief will be joining us and probably one more I'm PMing with now to confirm/get him added.


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

I am not sure why, but this campaign fell off of my campaigns tab... I knew I was missing something, but just figured it out!

Greetings Lief! Welcome aboard. Anyone who stands betwixt me and the baddies is a-ok!


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Leveled up. Witch 2. Notable changes:

Added Ranks to:
Appraise; Craft, Alchemy; Handle Animal; Heal; Knowledge (History); Knowledge (Planes); UMD

Added known spells:
Fumbletongue
Shadow trap
Silent image (patron)

Added Hex: Fortune


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

Hey, I noticed the previous post on formatting/tags in PbP left one out:

italics are for thoughts or internal monologue

They use the “[i]” tag. It’s less common than the ones that were posted but some people (like me) use them a fair bit. They’re not necessary, and some people really never use them, but I think, for me at least, it’s a nice way to add some extra RP without having to announce every thought to the people around me.

Also, I’m posting this here now because I’m about to use this in a gameplay post and didn’t want to confuse anyone!


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

Hey GM - I figured out why this isn't on my campaigns tab - I have been marked here as a Inactive player. (on the players tab, I am in "Previous Players"

Is there something you wanted to tell me??


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Ah crap!

No, that's my fault- when I went to mark Jared (Faisal) inactive I saw your PJP screenname and assumed that was Jared who sometimes goes by J and clicked you inactive instead of him.

Corrected now! Sorry about that!


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Fyi- our internet at the homestead has been out since last night so I'm not sure when I'll be able to update next for sure.


Male N Ratfolk | Alchemist 3 | HP 27/27 | AC 20 T 15 FF 16 | CMD 12| F: +3, R: +7, W: +3 | Init: +4 | Perc +8 | Speed 20ft (40ft on riding dog) | Active conditions:

Oops, I have not even leveled to 2. :-O Will do so tomorrow!

Level 2 hp are 19.


HP 32/35 | AC 15 (t 12, ff 15) | CMD 17 | Fort +6, Ref +3, Will +4/7* (+4 vs fear) | perception +0, sense motive +13; +2 initiative | raging song 9/12 | active effects: rage song

I will be leaving tomorrow afternoon for vacation, until September 4th. I think I'll be able to keep up with the game via my phone but I have been warned the cell service where I'll be most of the time might be inconsistent. If at any point you are all waiting on me, please feel free to bot me. I'll just keep hacking away with my greatsword until we run out of enemies.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

Sorry for the delay the transition between the drill and first day back to work is always tricky on me there.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

SO for the record. . .this is the spot where the AP seemed to think that 1st level characters should have gotten in a single day. . .

We are at a kind of transition point, but since we leveled earlier its not far enough for another level yet, but what you plan to do with Rhokar after extracting information from him is semi-relevant, and this will be a good spot to split out treasure, ect.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So, to remind everyone else and clarify for Lief-

The original quest was to go into the winter land and find Lady Argentia- but that's completed at the end of part 1.

Yes-- it is "winter" suddenly in the middle of what should be summer, and you've learned from Rhokar that some fey creatures are responsible at the point of the portal, including someone named Teb Knotten.


Goblinblood Jade Regent King's Land Seeker's Folly Dwarves

So, obviously Runeson/Matt has dropped. . .he hasn't even responded to texts, so I will probably do a recruitment for one refill player here in a bit.

Silver Crusade

greetings all. Any thoughts on which oracle rendition you would prefer? Or should I just choose on my whims?

also, races? you said humanoid, would things like kitsune/catfolk count? I probably won't go with that, but I am curious if it would be a possibility.


Map Alchemist 1 | HP 10/10 | AC 12; T 11; FF 11 | CMD 11 | F +4 R +4 W +3 | Init +2 | Perc +4 | Active: None

We are already an odd mix of creatures, so whatever makes you happy works for me.

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