Old School Plotless Dungeon Crawl Tower Climb

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Question: How would you work ABP with animal companions/Eidolons?


Boram the Burglar wrote:
How many players will you be adding and how long will you be keeping the recruitment open?

Thanks for your interest! Just looking for one more to get back to a steady party of four.

pad300 wrote:
Question: How would you work ABP with animal companions/Eidolons?

Looking into it, I'm leaning towards the companion getting the ABP bonuses based on their HD, but I'm open to opinions.


GM NameShortage wrote:
Boram the Burglar wrote:
How many players will you be adding and how long will you be keeping the recruitment open?
Thanks for your interest! Just looking for one more to get back to a steady party of four.

Cool, (Boram's player here) I've got a dex focused Lore Warden almost finished, still deciding on the race. Was initially thinking human, but you do offer a lot of options.

How were you planning on interjecting the new character in the game? I'm considering an android, with no recollection of his past. Basically, the party finds him and wakes him up. The lack of practical and social knowledge might be fun to play, any opinions?


GM NameShortage wrote:


pad300 wrote:
Question: How would you work ABP with animal companions/Eidolons?
Looking into it, I'm leaning towards the companion getting the ABP bonuses based on their HD, but I'm open to opinions.

That works for me, I'd be considering a Hunter build... I'll see what I can get together.


All right this is the crunch on RH's android Lore Warden Lem. I'll sort out his fluff once I learn if we can just 'Wake him up.'

He'd have programming and a personality, but not remember anything about his previous life, including how he got there. He would be very social inept, but I would bump his charisma as we progress on the ABP.


Robert Henry wrote:
How were you planning on interjecting the new character in the game? I'm considering an android, with no recollection of his past. Basically, the party finds him and wakes him up. The lack of practical and social knowledge might be fun to play, any opinions?

Most of the other characters wake up in the dungeon. After the first members of the group, the new characters were rescued some how.


GM NameShortage wrote:
Robert Henry wrote:
How were you planning on interjecting the new character in the game? I'm considering an android, with no recollection of his past. Basically, the party finds him and wakes him up. The lack of practical and social knowledge might be fun to play, any opinions?
Most of the other characters wake up in the dungeon. After the first members of the group, the new characters were rescued some how.

Cool, will work on his personality and appearance and leave the back story until we figure out how he's 'rescued.' Assuming I'm selected

I was speaking with SmooshBanana in Discord, are you using the full "Elephant in the room" Feat tax rules or just providing Combat Expertise, Deadly Aim, Power Attack and Weapon Finesse? Smooshie pointed out.

Smooshie wrote:
Combat expertise is free, as the only restriction is +1 bab. He changed the name to Defensive Stance, and it doesn't require intelligence. Look at the last comment on the elephant in the room page.

Lore Warden provides Combat expertise at second level, is there some other feat we can replace it with?


Hi. I used to play PbP a lot until grad school interfered. Now that I have graduated, I am looking to return to gaming. I am in the Eastern time zone too.

Here is a link to Jorn Frostbellow, tiefling unchained monk 3/ninja 1.

I haven't played with ABP before. May I choose unarmed strike as my attuned weapon? If so, would magic fang/weapon give special abilities?


Robert Henry wrote:
Lore Warden provides Combat expertise at second level, is there some other feat we can replace it with?

Give me a couple feats that don't require prerequisites that would be useful and we'll pick one from them.

DocBrown21 wrote:
I haven't played with ABP before. May I choose unarmed strike as my attuned weapon? If so, would magic fang/weapon give special abilities?

You can attune your unarmed strike. From my reading, no, the attunement and Magic Fang/Weapon do not stack. The free attunement means you don't have to spend that spell.


GM NameShortage wrote:


You can attune your unarmed strike. From my reading, no, the attunement and Magic Fang/Weapon do not stack. The free attunement means you don't have to spend that spell.

Noted. I will remove the wand of magic weapon from my sheet.


GM NameShortage wrote:
Robert Henry wrote:
Lore Warden provides Combat expertise at second level, is there some other feat we can replace it with?
Give me a couple feats that don't require prerequisites that would be useful and we'll pick one from them.

I was initially thinking something in 'Combat expertise's' feat tree, like improve disarm or improve trip. (that was part of the reason I asked if we were using all the 'Elephant in the room' feat tax rules) but other feats that don't require prerequisites are cool as well: Toughness, dodge, Combat reflexes, quick draw or iron will.


After looking at my time allotment and present game commitments, I believe I will step away from the recruitment.

Thank you for running the game, good luck and good gaming to you all.


Here's Hrolf Bloodrider:

He needs his equipment finished up, and his background needs finishing as well but I thought I should let you look at what I have so far:

Hrolf Bloodrider

Background:

Son of Harman and Thiera, Hrolf was born an Aasimar after a celestial was summoned to bless their union by Thiera’s grandmother ( a significant cleric who has since passed). He found great joy in the company of animals growing up, and adopted a tiger cub found abandoned in the woods.

Description:

3’7” tall and 47 lbs .Brown curly hair in a mop, with green eyes peering out below the bangs. Freckles on weather beaten skin, a hooked nose and long scar down one cheek. Inevitably where you find him, you also find She-Ra, his tiger animal companion.

Mechanical:

Brawler (Wild Child) 1 Hunter (Primal Companion)3
Alignment: Chaotic Good
Diety: Cayden Cailen

Init += +2 Dex
Speed 30 ft
60’ Darkvision
Defense
AC : 22 =10+ 2 dex +1 small+6 armor +1 ABP +2 Shield
HP: 36 = 10+ (3d8 =>15 )15 + 8 (2*4con)+3 FCB
Fort + 8 = +2 Brawler 1 +3 hunter 3 +2 con +1 resistance
Ref + 8 = +2 Brawler 1 +3 hunter 3 + 2 dex +1 resistance
Will + 3 = +0 Brawler 1 +1 hunter 3 + 1 wis+1 resistance
+2 trait vs charm and compulsion
CMD : 18 = 10 + 3 (bab)+2 (dex) +4 (Str) -1 small
Offense
Melee: +8(+3+4 str+1 abp) Waveblade 1d4+4(STR)+1(ABP)
Ranged:
BAB : +3
CMB : + 6 = +3 (BAB)-1 small +4 str
Spells
L0 (6 known) Create Water, Guidance, Stabilize, Detect Magic, Light, Read Magic
L1 (4 know, 3+1 per day); Cheetah’s Sprint, Heightened Awareness, Longstrider, Stone Shield,
Race = Aasimar (Angelin, Small) (favored class: Hunter)

Str: 18 = 15 (7 pts) +1 lvl 4 +2 racial
Dex : 14 = 14 (5 pts)
Con : 14 =14 (5 pts)
Int : 10 =10 (0 pts)
Wis; 13 =13 (3 pts)
Cha: 10 = 8 (-2 pts)+2 racial

Skills : (4+3*6) Not including ACP
Handle Animal ( +7 = 4 ranks +3 trained)
Ride ( +9 = 4 ranks +3 trained +2 dex )
Stealth ( +13 = 4 ranks +3 trained +2 dex+4 small)
Perception ( +11 = 4 ranks +3 trained +1 wis )
Survival ( +7 = 3 ranks +3 trained +1 wis )
Acrobatics ( +8 = 3 ranks +3 trained +2 dex )

Laguages : Common, Celestial (Aasimar)

Traits : Strong Willed (Religion), Militia (Regional)

ABP:
Resistance +1, Armor Attunement +1, Weapon Attunement +1 (waveblade)

Feats
Combat Expertise (Bonus)
Deadly Aim (Bonus)
Power Attack (Bonus)
Weapon Finesse (Bonus)
Improved Unarmed Strike (Brawler 1)
Paired Opportunist (1st)
Outflank (Hunter 2)
Combat Reflexes (3ed)
Pack Flanking (Hunter 3)
EWP Fauchard (5th)

Race Abilities:

Native Outsider: Aasimars are outsiders with the native subtype.
Small: As an Aasimar of Halfling descent, Hrolf is a small creature.
Normal Speed: Aasimars have a base speed of 30 feet.
Darkvision: Aasimars can see in the dark up to 60 feet.
Skilled: Angle-Blooded Aasimars have a +2 racial bonus on Heal and K Plans checks
Spell-Like Ability: Angel-Blooded Aasimars can use Alter Self once per day as a spell-like ability (with a caster level equal to the aasimar’s character level).
Celestial Resistance: Aasimars have acid resistance 5, cold resistance 5, and electricity resistance 5.
Languages: Aasimars begin play speaking Common and Celestial. Aasimars with high Intelligence scores can choose from the following languages: Draconic, Dwarven, Elven, Gnome, Halfling, and Sylvan.

Class Abilities:

Weapon and Armor Proficiency: A brawler is proficient with all simple weapons plus the handaxe, short sword, and weapons from the close fighter weapon group. She is proficient with light armor and shields (except tower shields).

Brawler’s Cunning (Ex): If the brawler’s Intelligence score is less than 13, it counts as 13 for the purpose of meeting the prerequisites of combat feats.

Martial Flexibility (Ex): A brawler can take a move action to gain the benefit of a combat feat she doesn’t possess. This effect lasts for 1 minute. The brawler must meet all the feat’s prerequisites. She may use this ability a number of times per day equal to 3 + 1/2 her brawler level (minimum 1).

The brawler can use this ability again before the duration expires in order to replace the previous combat feat with another choice.

If a combat feat has a daily use limitation (such as Stunning Fist), any uses of that combat feat while using this ability count toward that feat’s daily limit. At 6th level, a brawler can use this ability to gain the benefit of two combat feats at the same time. She may select one feat as a swift action or two feats as a move action. She may use one of these feats to meet a prerequisite of the second feat; doing so means that she cannot replace a feat currently fulfilling another’s prerequisite without also replacing those feats that require it. Each individual feat selected counts toward her daily uses of this ability.

Martial Training (Ex): At 1st level, a brawler counts her total brawler levels as both fighter levels and monk levels for the purpose of qualifying for feats. She also counts as both a fighter and a monk for feats and magic items that have different effects based on whether the character has levels in those classes (such as Stunning Fist and a monk’s robe). This ability does not automatically grant feats normally granted to fighters and monks based on class level, namely Stunning Fist.

Unarmed Strike: At 1st level, a brawler gains Improved Unarmed Strike as a bonus feat. A brawler may attack with fists, elbows, knees, and feet. This means that a brawler may make unarmed strikes with her hands full. A brawler applies her full Strength modifier (not half ) on damage rolls for all her unarmed strikes.

Usually, a brawler’s unarmed strikes deal lethal damage, but she can choose to deal nonlethal damage instead with no penalty on her attack roll. She has the same choice to deal lethal or nonlethal damage while grappling.

A brawler’s unarmed strike is treated as both a manufactured weapon and a natural weapon for the purpose of spells and effects that modify either manufactured weapons or natural weapons.

A brawler also deals more damage with her unarmed strikes than others, (1d4).

Animal Companion (Ex): At 1st level, a wild child forms a bond with a loyal companion that accompanies the wild child on his adventures. A wild child can begin play with any of the animals available to a druid. The wild child uses his brawler level as his effective druid level for determining the abilities of his animal companion. This ability replaces the bonus combat feats gained at 2nd, 8th, 14th, and 20th levels.

Weapon and Armor Proficiency: A hunter is proficient with all simple and martial weapons and with light armor, medium armor, and shields (except tower shields).

Spells: A hunter casts divine spells drawn from the druid and ranger spell lists. Only druid spells of 6th level and lower and ranger spells are considered to be part of the hunter spell list. If a spell appears on both the druid and ranger spell lists, the hunter uses the lower of the two spell levels listed for the spell. For instance, reduce animal is a 2nd-level druid spell and a 3rd-level ranger spell, making it a 2nd-level hunter spell. Likewise, detect poison is a 0-level druid spell and a 2nd-level ranger spell, making it a 0-level hunter spell.

The hunter can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a hunter must have a Wisdom score equal to at least 10 + the spell’s level. The Difficulty Class for a saving throw against a hunter’s spell is 10 + the spell’s level + the hunter’s Wisdom modifier.

A hunter cannot use spell completion or spell trigger magic items (without making a successful Use Magic Device check) of druid spells of 7th level or higher. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells below.

Like other spellcasters, a hunter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table 1-6: Hunter. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1-3 of the Core Rulebook).

Unlike druids and rangers, a hunter’s selection of spells is extremely limited. A hunter begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new hunter level, she gains one or more new spells, as indicated on Table 1-7: Hunter Spells Known. Unlike spells per day, the number of spells a hunter knows is not affected by her Wisdom score; the numbers on Table 1-7 are fixed.

In addition to the spells gained by hunters as they gain levels, each hunter also automatically adds all summon nature’s ally spells to her list of spells known. These spells are added as soon as the hunter is capable of casting them.

At 5th level and at every 3 levels thereafter, a hunter can choose to learn a new spell in place of one she already knows. In effect, the hunter loses the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged. A hunter may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level. She cannot swap any summon nature’s ally spells.

Unlike a druid or ranger, a hunter need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Orisons: Hunters learn a number of orisons, or 0-level spells, as noted on Table 1-7: Hunter Spells Known. These spells are cast like any other spell, but they do not consume any slots and may be used again.

Chaotic, Evil, Good, and Lawful Spells: A hunter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

Animal Companion (Ex): At 1st level, a hunter forms a bond with an animal companion. A hunter may begin play with any of the animals available to a druid. This animal is a loyal companion that accompanies the hunter on her adventures. This ability functions like the druid animal companion ability (which is part of the nature bond class feature). The hunter’s effective druid level is equal to her hunter level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the companion’s statistics and abilities. A hunter may teach her companion hunter’s tricks from the skirmisher ranger archetype (Pathfinder RPG Advanced Player’s Guide 128) instead of standard tricks. The animal companion can use skirmisher tricks when commanded, a number of times per day equal to half its Hit Dice plus its Wisdom modifier.

If a hunter releases her companion from service or her animal companion perishes, she may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives. While the hunter’s animal companion is dead, any animal she summons with a summon nature’s ally spell remains for 1 minute per level instead of 1 round per level. A hunter cannot have more than one summon nature’s ally spell active in this way at one time. If this ability is used again, any existing summon nature’s ally immediately ends.

Primal Transformation (Su): At first level, a primal companion hunter can awaken a primal creature from within his animal companion as a swift action. The animal companion gains a pool of 2 evolution points (Advanced Player’s Guide 60) that can be used to temporarily give the companion evolutions as if it were an eidolon. A primal companion hunter uses her hunter level to determine her effective summoner level for the purpose of qualifying for evolutions and determining their effects. At 8th level, the number of evolution points in her pool increases to 4, and at 15th level, it increases to 6.

Activating these evolutions on the animal companion is a swift action. A primal companion hunter can use this ability for 1 minute per day per hunter level. This duration need not to be consecutive, but it must be spent in 1-minute increments. An animal companion transformed in this way cannot exceed the maximum number of attacks available to the eidolon of a summoner whose class level equals that of the hunter. While transformed in this way, the animal companion’s type changes to magical beast, though the primal companion hunter still treats it as an animal for the purpose of the Handle Animal skill.

If a primal companion hunter’s animal companion is dead, she can apply these evolutions to herself instead of to her animal companion. Uses of this ability count toward the hunter’s maximum daily duration of evolution use. This ability replaces animal focus.

Nature Training (Ex): A hunter counts her total hunter level as both druid levels and ranger levels for the purpose of qualifying for feats, traits, and options that modify or improve an animal companion.

Wild Empathy (Ex): A hunter can improve the initial attitude of an animal. This ability functions as a Diplomacy check to improve the attitude of a person (see Chapter 4 of the Core Rulebook). The hunter rolls 1d20 and adds her hunter level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, the hunter and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

The hunter can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a -4 penalty on the check.

Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Track (Ex): At 2nd level, a hunter adds 1/2 her level to Survival skill checks made to follow tracks.

Hunter Tactics (Ex): At 3rd level, the hunter automatically grants her teamwork feats to her animal companion. The companion doesn’t need to meet the prerequisites of these teamwork feats.

Teamwork Feat: At 3rd level and every 3 levels thereafter, the hunter gains a bonus teamwork feat in addition to those gained from normal advancement. The hunter must meet the prerequisites of the selected bonus teamwork feat.

As a standard action, the hunter can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the hunter loses the bonus feat in exchange for the new one. She can change only the most recent teamwork feat gained, and must meet the prerequisites for the newly selected feat. A hunter can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier (minimum 1). Whenever she gains a new teamwork feat, her previous teamwork feats become permanent.

Equipment (3000 gp , incomplete):

Weapons ( 4 sp)
Waveblade, ???

Armor ( 457 gp)
Breastplate (???), Darkwood Heavy Wooden Shield (257 gp),

Equipment ( ??? gp)
Explorers oufit (7gp) , heavy cloak (1 sp), wide brim hat (2 sp), Masterwork Backpack (50 gp), bedroll (1sp), hammock (1sp), 50 ft hemp rope (1gp), belt pouch(1 gp), , String 50 ft (1 sp), chalk (1 cp), flint and steel (1 gp) [/b], mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp), spell component pouch (5 gp), waterskin (1 gp), Mistletoe Divine Focus

Animal Companion:

She-Ra
Big Cat Animal Companion
Size : Medium
Low Light Vision, Scent
Speed : 40 ft
HP : 26 = 4d8 => 18+4 (Toughness)+4*1 Con
AC: 21 = 10 +1 NA +2 NA Bonus+ 3 Armor +1 armor enhancement+ 4 Dex
Fort +6 = +4 animal HD+1 Con +1 resistance
Reflex +9 = +4 animal HD +4 Dex +1 resistance
Will +4 = +1 animal HD +2 Wis +1 resistance
Attack : +5 Bite 1d6+2 (str), 2X +6 Claws 1d4+2 (str)+1 (ABP), Rake 1d4+2
BAB +3
Str 14=13+1(AC Bonus)
Dex 18=17+1 (AC Bonus)
Con 13=13
Int 3=2+1(4hd ability score increase)
Wis 15
Cha 5
Skills (4 pts)
Acrobatics (+ 8, 1 rank +4 dex +3 trained)
Climb (+6, 1 rank +2 str +3 trained)
Perception (+6, 1 rank +3 trained +2 wis)
Stealth (+ 8, 1 rank +4 dex +3 trained)
Special: Link, Share Spells, Evasion
Tricks: 9+2
Attack, attack, defend, guard, down, heel, sneak,

Feat: Combat Expertise (bonus), Power Attack (Bonus), Weapon Finesse (Bonus), Deadly Aim (Bonus), Toughness (1 hd), Combat Reflexes (3hd),
Equipment: Masterwork Studded Leather Barding, Saddlebags (4 gp), 10 days of Feed ( 5 sp), waterskin (1 gp), Spell Component Pouch (5gp), 2x Wooden Holy Symbol (2 gp), 50 ft of rope (1 gp), 4 sack (4 sp), trail rations 10 days (5gp), Mistletoe Divine Focus, mess kit (2 sp),

ABP:
Resistance +1, Armor Attunement +1, Weapon Attunement +1 (claws)


I'm back looking to replace a character! The party is currently a Zen Archer Monk, Cleric, and Brawler/Hunter.

The party is looking for an INT-based knowledge caster.

About the game: Classic dungeon crawl going from floor to floor defeating the baddies. Some puzzles, traps, and mild social rolls. The environments can change wildly from narrow hallways to swamps to underground caves. The party has two NPCs tagging along. There is a "store" to be found on each floor that can be bought from or used for crafting.

Character Creation
Starting Level: 5
Starting Gold: 5250gp
Advancement: Using Automatic Bonus Progression. Will level up roughly every floor
Race: Any non-monstrous except Orc, Svirfneblin, or Kasatha. No 3pp
Class: Any (use Unchained unless archetype is Chained-specific). No 3pp
Abilities: 20-point buy, nothing below 8 before racial mod
Hit Points: Max at level 1. On level up, half+1 or take the higher between a player and GM roll
Traits: 2 traits, any category
Free Feats: Combat Expertise, Deadly Aim, Power Attack, Weapon Finesse

Post Rate: I'm EST time zone and can check in the morning and evening and can post at least once a day, so at least log in each day to check in. While it's slowed down in the recent months, ideally post within 24 hours of your character's turn or being prompted to help keep the game moving.

About Me: I've been running an in-person homebrew campaign for a year that is currently on hold due. I've played in two short-term PbPs, but this is my first time GMing one.

Applying: Put your character idea, your experience with Pathfinder/PbP, and what your interest in playing this is. I'll select the application in a week-ish or sooner if we get a good character quick.


Hi GM,

I wanted to apply with Shantanna - she's an Elf witch with the celestial portents patron, crunch is in the profile. I don't have much experience with PbP - in fact, I had only played in two, starting a couple weeks ago - but I hope I can learn fast. I am used to Pathfinder 1st edition in real life, though (where I usually GM - hence why I'm at the forums, for a shot of playing for a change!). I like the idea of a dungeon crawl, especially in a small party, and wanted to give it a go with a witch (hopefully she can be useful to the group).

Cheers

Scarab Sages

Pathfinder Rulebook, Starfinder Society Subscriber

What is your preferred power level for the character?


Shantanna Lyrs wrote:

Hi GM,

I wanted to apply with Shantanna - she's an Elf witch with the celestial portents patron, crunch is in the profile. I don't have much experience with PbP - in fact, I had only played in two, starting a couple weeks ago - but I hope I can learn fast. I am used to Pathfinder 1st edition in real life, though (where I usually GM - hence why I'm at the forums, for a shot of playing for a change!). I like the idea of a dungeon crawl, especially in a small party, and wanted to give it a go with a witch (hopefully she can be useful to the group).

Cheers

Hey Shantanna! Not having a lot of experience with PbP is totally fine. I'm not looking for veterans of the boards, just wanting to know what to expect.

A witch is great and Shantanna looks like she would fit the party's needs of an arcane caster with knowledges really well. My only question is you said Shantanna is a female while the crunch says male. Minor thing, just clarifying.

Saashaa wrote:
What is your preferred power level for the character?

Whatever power level you want. If you want to min-max a class, I'm not going to stop you as long as it's within the rules haha


Fixed! It was just some mix up in Hero Lab :)


Shantanna has accepted the invitation, so recruitment is closed!


I'm following this thread and I am amused and impressed by the GM's perseverance in re-recruiting.
Keep up the good work!

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