Sebecloki's Untitled Campaign (Inactive)

Game Master Sebecloki


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I got involved in a thread about converting old classics, and it made me think back to the early days of Dungeon magazine (like 2e era stuff).

I was thinking about doing a very casual campaign (just playing through modules, no big plot arcs and back story, etc.) doing a series of these old modules converted to PF1e. This style will make it possible to complete discrete modules and not worry about some huge over arching storyline.

The goal would be to be able to use monsters and NPC stats without a ton of adjustment beyond maybe increasing hp or adding in a few new abilities.

I want to be able to do 95+% of the conversion just using NPC stats from pfsrd20 and Nethys, so I don't want a bunch of gestalted pcs I have to really struggle to find/make npc opponents for, or who are using classes that don't have sample npc statblocks available.

I want to give enough little tweaks to make things fun without opening the floor up to powergaming craziness. My proposal would be the following:

Sources: Paizo (archives of Nethys) only with the following additional additional restrictions

Level: level 2
Attributes: 25pt. buy
Races: core and standard races (I'm not looking for super weird things)
Classes: limited to Core, Advanced Player's Guide, Advanced Class Guide, and Unchained Rouge (i.e.,. no vigilante, occult, or shifter)
Skills: everyone gets +2 per level. Background skills. Everyone gets skill unlocks. Unchained Rogue gets an additional rogue talent at 5th level, and an advanced talent at 10, 15th, and 20th level to compensate.
Feats: 1 per level w/ Elephant in the Room feat tax rules. Everyone gets Combat Stamina (Combat) for free. Fighters get an extra bonus feat to compensate.
Equipment: WBL
Traits: 2, 1 more with a drawback

Other notes:

You can make evil characters if they're cooperative

No modifications to animal companions or other pets, and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that)

I'm going to use the Unchained action economy for opponents -- you can use the normal one or the unchained one.

I'm going to use critical hit and fumble tables https://www.paperspencils.com/critical-hit-and-critical-fumble-charts-for-p athfinder/

You can use whatever gods you want for divine characters

You don't even need a back story beyond maybe a vague idea like 'elven prince on a rumspringga'. We're just going to start with everyone at the beginning of the first adventure and play through the modules. I'm not discouraging role playing, but this isn't going to be much more than playing through the modules, and mostly I want to keep a good pace, and it might be a sort of less than completely serious style. I'm starting off with the vague generic fantasy land concept that exists for most Dungeon modules -- I may homebrew some more later, but really we just need stats and we'll assume everyone's already in a party together and ready to go. Also, I'm intending a fairly deadly campaign, so be ready/willing to either make a new character or get resurrected.

I'm going to use a miro.com whiteboard for maps.

Post 1/day during week, more on the weekend is good, but not required. Let's just try to keep a consistent pace.

5-6 slots depending on submissions.

Let's see if we can get characters together by the 22nd


Sounds great!

Vanilla/Standard Multi-Classing OK?

On the one hand, not to create an OP character... on the other hand, deadly game. Hmm...

Unchained Rogue multi-class... of some sort.

Are Half-Orc Hornbows allowed? Could make for a deadly archer. And the extra feats help.

The extra feats (and Elephant) also help with a feinting Rogue.


Gerard Nisroc wrote:

Sounds great!

Vanilla/Standard Multi-Classing OK?

Oh, I hadn't thought of that -- I guess you can do variant MC if you want, but I'm trying to keep the builds pretty simple. I'm not picking anything that's like some sort of weird loophole flanking build which involves your animal companion sitting on your head or something silly like that.


Sebecloki wrote:
Gerard Nisroc wrote:

Sounds great!

Vanilla/Standard Multi-Classing OK?

Oh, I hadn't thought of that -- I guess you can do variant MC if you want, but I'm trying to keep the builds pretty simple. I'm not picking anything that's like some sort of weird loophole flanking build which involves your animal companion sitting on your head or something silly like that.

No loopholes.

Variant MC, but not regular MC?


Gerard Nisroc wrote:
Sebecloki wrote:
Gerard Nisroc wrote:

Sounds great!

Vanilla/Standard Multi-Classing OK?

Oh, I hadn't thought of that -- I guess you can do variant MC if you want, but I'm trying to keep the builds pretty simple. I'm not picking anything that's like some sort of weird loophole flanking build which involves your animal companion sitting on your head or something silly like that.

No loopholes.

Variant MC, but not regular MC?

No you can do either if you want -- but you're starting at level 2, so there's not a lot to play with there either way


I crave the simpler things. I’ll try to cook something up.


Ok, I am throwing my hat in the ring for this one of course - the opportunity to play Dungeon 2e adventures is too good to pass.

Since potentially, the characters may/would be exposed to a multitude of different environments, adventures and situations, I would put forth a versatile character. Someone like:

Herzag:

Herzag
Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1
CG Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------
Defense
--------------------
AC 18, touch 14, flat-footed 14 (+4 armor, +3 Dex, +1 dodge)
hp 20 (2 HD; 1d8+1d10+5)
Fort +4, Ref +9, Will +5
Defensive Abilities sacred tattoo[APG]
--------------------
Offense
--------------------
Speed 30 ft.
Melee cold iron rapier +5 (1d6+3/18-20) or
. . dagger +5 (1d4+1/19-20) or
. . silver light mace +4 (1d6+1)
Ranged sling +4 (1d4+1)
Special Attacks deeds (derring-do, dodging panache, opportune parry and riposte), panache (4)
Investigator (Empiricist) Extracts Prepared (CL 1st; concentration +4)
. . 1st—endure elements, monkey fish[ACG]
--------------------
Statistics
--------------------
Str 13, Dex 17, Con 14, Int 16, Wis 12, Cha 8
Base Atk +1; CMB +4; CMD 16
Feats Agile Maneuvers, Combat Expertise, Deadly Aim, Dodge, Fencing Grace[UI], Power Attack, Weapon Focus
Traits fate's favored, outcast, student of philosophy
Skills Acrobatics +6, Bluff -1 (+3 to lie (as a result of using Int instead of Cha)), Climb +3, Craft (alchemy) +7 (+8 to create alchemical items), Diplomacy -1 (-3 vs. Creatures that threaten, accuse, or challenge you and haven't apologized, +3 to persuade others but not to gather information (as a result of using Int instead of Cha)), Intimidate +5, Knowledge (dungeoneering) +7, Knowledge (engineering) +7, Knowledge (local) +7, Linguistics +8, Perception +6, Sense Motive +6 (+4 vs. Creatures that threaten, accuse, or challenge you and haven't apologized), Spellcraft +7, Survival +7, Swim +3, Use Magic Device +4; Racial Modifiers +2 Intimidate
Languages Abyssal, Common, Draconic, Goblin, Infernal, Orc, Undercommon
SQ alchemy (alchemy crafting +1), finesse weapon attack attribute, inspiration (3/day), inspired panache, orc blood, pride, trapfinding +1
Combat Gear wand of shield (50 charges); Other Gear chain shirt, buckler, cold iron rapier, dagger, silver light mace, sling, sling bullets (20), bandolier[UE], investigator starting formula book, masterwork backpack[APG], trail rations (5), waterskin
--------------------
Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Alchemy +1 (Su) +1 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Darkvision (60 feet) You can see in the dark (black and white only).
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deeds
Fencing Grace Use Dexterity on rapier damage rolls
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Inspiration (+1d6, 3/day) (Ex) Use 1 point, +1d6 to trained skill or ability check. Use 2 points, to add to attack or save.
Inspired Panache (Ex) Gain no panache from killing blow, only from rapier crits.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Panache (Ex) Gain a pool of points that are spent to fuel deeds, regained on light/piercing crit/killing blow.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Pride -2 to diplomacy and sense motive vs. those who threaten, accuse, or challenge you, until they apologize
Sacred Tattoo +1 to all saves.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

Prerequisites: base attack bonus +1.

Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies

Herzag is mainly a Dex based striker + knowledges guy (probably best to have him focused in a few, and aiding on others) + magic (with extracts) for versatility in and out of combat. Would probably make him a VMC Magus, if that is a possibility. I feel like this kind of character can fit a series of different scenarios and types of adventures. The only thing I do not love is the fact he is so focused on the rapier, so if gear upgrade will not be an option during the game, I'd probably build the same concept, but Str based (which can more easily pick up any weapon he finds, and go to town).

I see him as a dark and morose duelist of sorts, somewhat like Entreri but not evil. Maybe he got his basic alchemy/investigator training as payment from some shady deal he carried out for someone, and now he is fending for himself, working as a mercenary, and learning more about his newfound abilities as he goes.

Grand Lodge

Hi, folks! Dotting for interest.

I'm a HUGE fan of Dungeon Magazine! I ran several campaigns long ago using mainly Dungeon magazine adventures (and modules & stuff) for many, many years. I started playing D&D in 1979.

If I can join, I'll play just a standard (mostly) core rules PC of whatever class will help balance the party. I love classic rogues, rangers, and clerics.

Now to go Google what certain terms you used mean.

What is "Elephant in the Room feat tax rules"?


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https://mammothisland.itch.io/elephant

Fixes feat taxes for martial classes--it's one of the more common homebrew houserules, there's even a herolab module for it.

Grand Lodge

Sebecloki wrote:

https://mammothisland.itch.io/elephant

Fixes feat taxes for martial classes--it's one of the more common homebrew houserules, there's even a herolab module for it.

Yep. I read through the original blog post and also found this thread. Quite interesting. I feel that I'm somewhat opposed to the EitR, but, I can live with it. Who knows, I might end up really liking it.

Anyway, I've always been a fan of rogues & rangers since the old days, so, I'd most likely play one of those. Either elf or half-elf.

Grand Lodge

Regarding the "Skills: everyone gets +2 per level", is this in addition to what they get for their class?


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roll4initiative wrote:
Regarding the "Skills: everyone gets +2 per level", is this in addition to what they get for their class?

yes, another common house rule

RPG Superstar 2010 Top 32, 2011 Top 4

Dotting to say I am extremely interested in this. 2E Dungeon adventures were the story of my youth, I'd love to see what Pathfinderizing them creates.

I'm actually tempted to see if I can recreate one of my old characters in modern form to subit. Should be a fun experiment.


Here is Ali ibn Sabbah of the nomadic desert people ("Osirion")...

Barbarian 1/uRogue 1, wide eyed youth turned tomb raider for all the right reasons. Advancement ratio of 1 to 4, favoring Rogue. He's all about perception and traps.

A fantasy Tom Sawyer of sorts.

Ali ibn Sabbah:

Male Human (Varisian) Barbarian 1/Unchained Rogue (Burglar) 1

CG Medium Humanoid (Human)

Init +4; Senses Perception +6
--------------------

Defense
--------------------
AC 19, touch 15, flat-footed 14 (+4 armor, +4 Dex, +1 dodge)
hp 20 (2 HD; 1d8+1d12+3)
Fort +3, Ref +6, Will +1
--------------------

Offense
--------------------
Speed 40 ft.

Melee cold iron kukri +6 (1d4+1/18-20) or
. . light mace +5 (1d6+1) or
. . silver kukri +6 (1d4/18-20)
Ranged shortbow +5 (1d6/×3)
Special Attacks rage (5 rounds/day), sneak attack (unchained) +1d6
--------------------

Statistics
--------------------
Str 12, Dex 19, Con 13, Int 12, Wis 13, Cha 12

Base Atk +1; CMB +5; CMD 17

Feats Agile Maneuvers, Combat Expertise, Combat Stamina, Deadly Aim, Dodge, Power Attack, Skill Focus (Bluff), Weapon Focus

Traits anatomist, sacred touch, scholar of ruins

Skills
--------------------
Acrobatics +7
Appraise +5
Bluff +8
Climb +4
Diplomacy +1
Disable Device +6
Disguise +1
Escape Artist +7
Handle Animal +5
Heal +1
Intimidate +1
Kn (Dungeoneering) +6
Kn (Local) +5
Kn (nature) +5
Linguistics +5
Perception +6
Ride +7
Sense Motive +5
Sleight of Hand +7
Stealth +8
Survival +1
Swim +4
Use Magic Device +5

Languages Common, Osiriani, Sylvan, Varisian

SQ agile maneuvers, combat expertise, deadly aim, dodge, fast movement, finesse weapon attack attribute, mobility, overprotective, point-blank shot, power attack, trapfinding +1

Other Gear mwk chain shirt, arrows (20), cold iron kukri, light mace, shortbow, silver kukri, 670 gp
--------------------

Special Abilities
--------------------
Agile Maneuvers Use DEX instead of STR for CMB
Agile Maneuvers [Combat Trick] For a Combat Maneuver, treat self as size category larger for each 2 Stamina spent (up to Dex bonus)
Combat Expertise +/-1 Bonus to AC in exchange for an equal penalty to attack.
Combat Expertise [Combat Trick] Ignore penalty from Combat Expertise for stamina spent.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Deadly Aim [Combat Trick] 4 stamina points reduce penalty from Deadly Aim by 1.
Dodge [Combat Trick] Up to double Dex bonus in stamina points, increase dodge bonus from Dodge by stamina spent.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Finesse Weapon Attack Attribute Finesse weapons use Dexterity on attack rolls.
Mobility [Combat Trick] Double bonus of Dodge combat trick vs. Attacks of Opportunity provoked by movement.
Overprotective -2 to attacks and skill checks, when more than 10' from fallen ally.
Point-Blank Shot [Combat Trick] Up to 6 stamina points to increase Point-Blank range by 5 ft per stamina spent.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Power Attack [Combat Trick] 2 stamina points to use Power Attack only until end of turn, instead of the start of the next turn.
Rage (5 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Weapon Focus (Light Blades) Choose one weapon group. You become better at using that type of weapon.

Additional gear being considered, thieves' tools, etc...


Dotting thinking about rebuilding an Inquisitor from a while ago.

You say Core and Standard races. Which are Standard? Would that be the featured races from the Advanced Race Guide?


From the lists here https://www.d20pfsrd.com/races/

Grand Lodge

After pouring through the EitR document, I might attempt to build a Ranger 1/Rogue 1 over the weekend.

Grand Lodge

After a bit of thought, with the barbarian/rogue and the inquisitor/swashy mentioned above, I'm considering a good ol' fashioned cleric or wizard. Will give it some thought tonight.

Grand Lodge

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DOT so I can lurk once Gameplay gets going. (I'm one of those old Grognard DMs with most of those old Dungeon adventures practically memorized having used them so much.) This looks like a spot of fun.

Grand Lodge

Sebicloki wrote:
...and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that).

In PFS, instead of wizards getting scribe scroll as a bonus feat, they get spell focus instead. Are you okay with that?

However, I'm leaning towards making a bard. Good mix of spells and we may need some good comic relief.
Looking at a "bard on the run"; got in trouble with the law/king/broken-hearted lovers and joined a ragtag group of adventurers for fortune & glory.

Are you planning on a mix of adventures? Like, urban, wilderness, & dungeon here and there? Or, mainly urban adventures where the PC's city is the home base & focusing on urban adventures, but they get missions to head into the wilderness outside of the city or into ancient dungeons below?

Btw, I own every print issue of Dungeon Mag & Dragon Mag. I would love the opportunity to GM an adventure or two down the road, if possible. Even just a Side Trek once in awhile.
(Huge fan of Willie Walsh's adventures!)


roll4initiative wrote:
Sebicloki wrote:
...and no pregame crafting gimmicks (just don't make a crafting-focused character, I don't want to get into that).

In PFS, instead of wizards getting scribe scroll as a bonus feat, they get spell focus instead. Are you okay with that?

However, I'm leaning towards making a bard. Good mix of spells and we may need some good comic relief.
Looking at a "bard on the run"; got in trouble with the law/king/broken-hearted lovers and joined a ragtag group of adventurers for fortune & glory.

Are you planning on a mix of adventures? Like, urban, wilderness, & dungeon here and there? Or, mainly urban adventures where the PC's city is the home base & focusing on urban adventures, but they get missions to head into the wilderness outside of the city or into ancient dungeons below?

Btw, I own every print issue of Dungeon Mag & Dragon Mag. I would love the opportunity to GM an adventure or two down the road, if possible. Even just a Side Trek once in awhile.
(Huge fan of Willie Walsh's adventures!)

I think the alternative feat is fine.

I'd love to have a chance to play as well -- I just didn't except anyone would offer. I'm not much into powergaming -- I just play rogues or near rogues. I'd make an unchained rogue probably, or a cleric of norgorber if I have the chance to play too.

My goals were to make this really easy -- I'm open to more of a story developing sort of OSR style from player interests etc., I just want to leave it fairly casual, and also leave it open to the different settings of some of the adventures -- some are celtic, norse, or desert settings, and I don't want to confine selection to a specific world concept as of yet.

I really don't even have a list yet for the adventures except that I was thinking about doing the ones that have to do with the dragon Flame. I also like the Willie Walsh adventures. There are a couple of celtic ones I was thinking about. I think Rudwilla's Stew is sort a fun. I honestly was just planning on paging through stuff and picking things that struck my fancy. I'd also like to experiment with dungeon draft and arkenforge recreating some of the black and white maps from the adventures in a more colorful version.


Character concept is Fey raised human, Inquisitor of Nethys, if acceptable going for the Evangelist Prestige class. ??

Still planning on having the character submissions complete by the 22nd? Shouldn't be a problem. Let me know if this is not acceptable.


I'll toss my hat into the ring with Alexandria the Red, the draconic bloodline bloodrager.

A former gladiator who turned to adventuring as slowly working their way up the ranks in the ring wasn't enough to sate their natural blood-borne desire for treasure and excitement.

Alexandria:
Female Human Bloodrager (Untouchable Rager) 2

CN Medium Humanoid (Human)

Init: +3; Senses: Perception +6
--------------------

Defense
--------------------
AC: 18, touch 12, flat-footed 16 (+6 armor, +2 Dex)
HP: 23 (2 HD; 2d10+8)
Fort: +6, Ref: +2, Will: +1
Defensive Abilities: Uncanny Dodge
--------------------

Offense
--------------------
Speed: 30 ft.

Melee: mwk greatsword +7 (2d6+4 S/19-20) or
silver longsword +6 (1d8+2 S/19-20) or
Claws +5 (1d6+3 B/S) (req: bloodrage)
Ranged: sling +4 (1d4 B)
Special Attacks: blood rage (9 rounds/day), dazzling display, combat tricks
--------------------

Statistics
--------------------
Str 16, Dex 14, Con 16, Int 10, Wis 12, Cha 13

Base Atk +2; CMB +5; CMD 17

Feats: weapon focus (heavy blades), dazzling display

Traits: bloody minded, memorable, world traveler, vainglory

Skills:
Acrobatics +4 (+7 without armor)
Appraise +2
Climb +4 (+7 without armor)
Diplomacy +7
Intimidate +7
Kn (Arcana) +5
Kn (History) +1
Linguistics +1
Perception +6
Sense Motive +3
Swim +4 (+7 without armor)

Languages: common, draconic

SQ: stamina pool (5 points), draconic bloodline (red), fast movement

Combat Gear: mwk breastplate, mwk greatsword, silver longsword, sling, sling Bullets (20)
Other Gear: mwk backpack (+1 STR carrying capacity), belt pouch (2), canteen, trail rations (5 days), bedroll, blanket, silk rope (50ft.), grappling hook, hooded lantern, oil flask (2), flint and steel, tindertwigs (10), 69.5 gp
--------------------

Special Abilities
--------------------
Bloody Minded: You gain a +1 trait bonus on initiative and Intimidate checks.
Bloodline Powers
Claws: At 1st level, you grow claws. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack, using your full base attack bonus. These attacks deal 1d6 points of damage each (1d4 if you are Small) plus your Strength modifier. At 4th level, these claws are considered magic weapons for the purpose of overcoming damage reduction. At 8th level, the damage increases to 1d8 points (1d6 if you are Small). At 12th level, these claws deal an additional 1d6 points of damage of your energy type on a hit.
Dazzling Display: While wielding a weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display. (Combat Trick: When wielding a melee weapon with which you have Weapon Focus, you can make a single melee attack as a standard action against a foe. If the attack hits, you can select any number of foes within 30 feet who saw the attack, including that foe. Spend 2 stamina points per foe you have selected, then attempt an Intimidate check to demoralize those foes.)
Memorable: When you modify a character’s attitude with the Diplomacy or Intimidate skill, the attitude change lasts 1-1/2 times longer than it otherwise would. Whenever you create a fear or mind-affecting effect that imposes a penalty or bonus with a duration of at least 2 rounds, it lasts 1 additional round after it would normally end.

For example, if you demoralize a foe with an Intimidate check and beat the DC by 5, the victim is shaken for 3 rounds instead of the usual 2 rounds.
Fast Movement: A bloodrager’s land speed is faster than is normal for his race by 10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the bloodrager’s speed due to any armor worn or load carried. This bonus stacks with any other bonuses to the bloodrager’s land speed.
Vainglory: You take a –1 penalty on Bluff, Disguise, and Stealth checks, and the save DC of any illusion you create is 1 lower than normal.
Weapon Focus (Heavy Blades): You gain a +1 bonus on all attack rolls you make using a weapon from the selected group. (Combat Trick: Once per round, you can spend 2 stamina points to gain your Weapon Focus bonus on attack rolls with a weapon with which you don’t have Weapon Focus. This bonus lasts until the start of your next turn.)
World Traveler (Diplomacy): Select one of the following skills: Diplomacy, Knowledge (local), or Sense Motive. You gain a +1 trait bonus on checks with that skill, and it is always a class skill for you.

Basically just a fairly beefy med-armor frontliner with some intimidate stuff (which might also let them pivot into off-face if it's ever needed) and some anti-magic potential and whatever minor utility gets picked up from their bloodline.

Grand Lodge

How are we doing hit points?

Max at 1st level then half hit die+1+Con modifier every level after?


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I was just going to do max, but I don't really care


AGM Lemming wrote:

Character concept is Fey raised human, Inquisitor of Nethys, if acceptable going for the Evangelist Prestige class. ??

Still planning on having the character submissions complete by the 22nd? Shouldn't be a problem. Let me know if this is not acceptable.

That's fine

Grand Lodge

Sebecloki wrote:
I was just going to do max, but I don't really care

Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.

Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.

Also, I'd like to suggest using Google Slides for maps, handouts, etc...

It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.

Here's a sample from one of my old games. Feel free to play around with it since the game is no longer active.

I just took screenshots with my phone of the maps and stuff, or copy/pasted pics from my photo files.

Grand Lodge

Gerard Nisroc wrote:

Here is Ali ibn Sabbah of the nomadic desert people ("Osirion")...

Barbarian 1/uRogue 1, wide eyed youth turned tomb raider for all the right reasons. Advancement ratio of 1 to 4, favoring Rogue. He's all about perception and traps.

A fantasy Tom Sawyer of sorts.

Languages Common, Osiriani, Sylvan, Varisian

Just a friendly suggestion, since we won't be on Golarion (right? It's gonna be a generic campaign?), I would suggest non-Golarion specific languages. My PC would possibly like a chance to speak with your PC in another language. Like, if we're interrogating orcs, we can discuss things to each other in elven, draconic, or whatever.


roll4initiative wrote:
Sebecloki wrote:
I was just going to do max, but I don't really care

Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.

Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.

Also, I'd like to suggest using Google Slides for maps, handouts, etc...

It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.

Here's a sample from one of my old games. Feel free to play around with it since the game is no longer active.

I just took screenshots with my phone of the maps and stuff, or copy/pasted pics from my photo files.

Yeah -- I started with googleslides when I began pbp but I don't like you can't 'lock' images -- players would mess up the grid every time they touched it. So I'm not going to be using that. It's also super limited in what you can upload, which miro isn't


Fey raised human, Inquisitor of Nethys submitted for the game. I know I'm human and make mistakes. So, if you see anything that needs to be changed please PM me. Thanks!

You can set an image as the background for the slide, then it isn't moveable. The rest.... Yes, it can be messed up by people that don't know what they are doing. Had never seen miro.com before. Looks interesting.

Grand Lodge

Sebecloki wrote:
roll4initiative wrote:
Sebecloki wrote:
I was just going to do max, but I don't really care

Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.

Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.

Also, I'd like to suggest using Google Slides for maps, handouts, etc...

It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.

Here's a sample from one of my old games. Feel free to play around with it since the game is no longer active.

I just took screenshots with my phone of the maps and stuff, or copy/pasted pics from my photo files.

Yeah -- I started with google slides when I began pbp but I don't like you can't 'lock' images -- players would mess up the grid every time they touched it. So I'm not going to be using that. It's also super limited in what you can upload, which miro isn't

I _always_ messed up the grid/map when I first started playing in games with Slides. "Oops! I earthquaked!"

But, I was soon taught that's what the "undo" button is for.
You can totally "lock" images if you're using a computer. Not with a smartphone, though.

How is Google Slides super limited to what you can upload? I can upload various gif images & stuff that add a bit of excitement to the maps.


it's limited in mb size -- most of my maps are bigger than what it will upload without resizing it into unusable blurriness.

It's fine if you want to use googleslides if/when you run an adventure, but I'm not going to use it.


roll4initiative wrote:
Sebecloki wrote:
I was just going to do max, but I don't really care

Yikes! That's pretty excessive. We'd be pretty much invincible. Plus, it'd make toughness & other hit point traits & feats obsolete.

Unless you want to adjust all of the creatures hit points as well, I would like to suggest going the Tournament/PFS/D&D Living Campaign route and go with Max at first level, then half HD+1+Con mod each level after.

Also, I'd like to suggest using Google Slides for maps, handouts, etc...

It was very quick for me to learn and I can do almost everything on it from just my phone. I don't own a computer or laptop. I do everything from my phone.

Here's a sample from one of my old games. Feel free to play around with it since the game is no longer active.

I just took screenshots with my phone of the maps and stuff, or copy/pasted pics from my photo files.

Why don't we do the Iron Heroes solution -- d6 classes are 2+1d4 per level, d8 classes are 1d4+4, d10 are 6+1d4, and d12 are 8+1d4?


I'm working on my own character now -- I'm making a URogue human focused on a darkness sneak attack build:

Level 2 Unchained Rogue (Shadow Walker)

Str 10
Dex 17
Con 17
Int 13
Wis 10
Cha 7

Racial Traits

Bonus Feat
Dimdweller

Traits

Reactionary
Inspired
Hidden Hand

Feats

Combat Stamina (free)

Extra Rogue Talent
Extra Rogue Talent
Two Weapon Fighting

Rogue Talents

Minor Magic
Gloom Magic
Greater Gloom Magic

Grand Lodge

Sebicloki wrote:


Reactionary
Inspired
Hidden Hand

So, we get 3 traits? In the original post you said 2 traits, 1 more with drawback.


roll4initiative wrote:
Sebicloki wrote:


Reactionary
Inspired
Hidden Hand
So, we get 3 traits? In the original post you said 2 traits, 1 more with drawback.

2 traits, 1 more trait with a drawback, and I took a drawback-- I haven't listed every part of the build yet, but I have a drawback on the longer sheet (This clearly isn't a completely filled out sheet -- it's just notes on an in process build). What's the issue?

RPG Superstar 2010 Top 32, 2011 Top 4

After poking and prodding a bit, I'd like to submit the following for consideration. I present: Arrock, the non-angsty half-elf melee bard! I'm pretty sure this is less than an optimal build and might very well leave me gimped over time, but he's a fun semi-representation of an old favorite character who saw use in a number of Dungeon 1st and 2nd edition adventures. Personality wise, he's the son of a minor elven noble and the adventuring wizard that stole his heart. The community is positioned fairly close to human lands, so there was less prejudice against a halfbreed than the stereotype might indicate, and Arrock was just such a charmer of a kid that he mostly avoided even the leftover bits and snarky comments from old, crusty elven purist types. He grew up embracing both halves of his heritage and, in fact, was a good bridge between communities. Accordingly he learned a lot of courtly manners, and also, given his mother's inclination to magic and his training elven swordplay, became a fair arcane swordsman. Personality wise- he'd led a life of comfort, that leaves him a bit on the spoiled and pampered side now, and has a slight tendency to come off as a snob, but is so goshdarn charming and witty that he manages to get away with it. As a result of a near-drowning in his childhood and being magically pulled back from the brink of death, he does have an oddly quirky connection to the afterlife. 'I see dead people' comes into play, sometimes. He's actually quite cheerful about that, because the dead know such interesting things, if you can get them to talk a little.

If he seems like an interesting possibility, I'll go ahead and make a full posting profile for him. Even if I don't get in this one, he'd be fun to have around.

hit points: 8 + 2 + 2 + 1d4 + 4 ⇒ 8 + 2 + 2 + (2) + 4 = 18

Arrock Ghosteye:

Half-elf bard (arcane duelist) 2/magus* (Pathfinder RPG Advanced Player's Guide 80)
NG Medium humanoid (elf, human)
Init +4; Senses low-light vision; Perception +7 (+9 vs. surprise and to detect invisible or incorporeal creatures)
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 18 (2d8+4)
Fort +4, Ref +5, Will +3; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk bastard sword +6 (1d10+4/19-20) or
whip +5 (1d3+4 nonlethal)
Ranged composite shortbow +3 (1d6+3/×3)
Space 5 ft.; Reach 5 ft. (15 ft. with whip)
Special Attacks bardic performance 8 rounds/day (distraction, fascinate [DC 13], inspire courage +1, rallying cry)
Bard (Arcane Duelist) Spells Known (CL 2nd; concentration +4)
1st (3/day)—blurred movement[ACG], saving finale[APG] (DC 13), touch of gracelessness[APG] (DC 13)
0 (at will)—dancing lights, daze (DC 12), detect magic, read magic, spark[APG] (DC 12)
--------------------
Statistics
--------------------
Str 18, Dex 14, Con 13, Int 12, Wis 10, Cha 14
Base Atk +1; CMB +5; CMD 17
Feats Arcane Strike, Combat Casting, Combat Expertise, Combat Stamina, Deadly Aim, Great Fortitude, Power Attack
Traits elven reflexes, resilient, spirit sense
Drawback vain
Skills Acrobatics +5, Bluff +7 (+5 for 24 hours when you fail an opposed Charisma based check), Climb +7, Diplomacy +7 (+5 for 24 hours when you fail an opposed Charisma based check), Disguise +2 (+0 for 24 hours when you fail an opposed Charisma based check), Intimidate +2 (+0 for 24 hours when you fail an opposed Charisma based check), Knowledge (arcana) +6, Knowledge (history) +6, Knowledge (local) +6, Perception +7 (+9 vs. surprise and to detect invisible or incorporeal creatures), Perform (wind instruments) +7 (+5 for 24 hours when you fail an opposed Charisma based check), Sense Motive +5, Use Magic Device +7 (+5 for 24 hours when you fail an opposed Charisma based check); Racial Modifiers +2 Perception
Languages Common, Draconic, Elven
SQ agile maneuvers, arcane strike, combat expertise, deadly aim, elf blood, finesse weapon attack attribute, point-blank shot, power attack, vain
Other Gear mwk chain shirt, buckler, arrows (20), composite shortbow (+3 Str), mwk bastard sword, whip, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), masterwork backpack[APG], mirror, pot, soap, spell component pouch, Tin Whistle, trail rations (5), waterskin, 23 gp, 1 sp


Hi all. After some consideration, and with the fast approaching Christmas season and New Year’s Eve, my availability is at an all time low, so I will bow out from this one.

Wish you a great game, and season’s greetings!


Everyone who's interested, please go ahead and plan on finishing --everyone should be able to play if you finish a character at this rate. It looks like we'll barely have enough players if I make a character too.


The list so far:

Gerard Nisroc: Ali ibn Sabbah: Barbarian 1/uRogue 1
Smiles-a-lot: ??
roll4initiative: elf or half-elf rogue or ranger ?? good ol' fashioned cleric or wizard. ?? Bard ??
DankeSean: Arrock Ghosteye: the non-angsty half-elf melee bard!
AGM Lemming: Shawn Ashler: Fey raised human, Inquisitor of Nethys
GM Sebecloki: Level 2 Unchained Rogue (Shadow Walker)
Arlyn Booker: Alexandria the Red, the draconic bloodline bloodrager

Albion, The Eye: bowed out


roll4initiative wrote:
Gerard Nisroc wrote:

Here is Ali ibn Sabbah of the nomadic desert people ("Osirion")...

Barbarian 1/uRogue 1, wide eyed youth turned tomb raider for all the right reasons. Advancement ratio of 1 to 4, favoring Rogue. He's all about perception and traps.

A fantasy Tom Sawyer of sorts.

Languages Common, Osiriani, Sylvan, Varisian

Just a friendly suggestion, since we won't be on Golarion (right? It's gonna be a generic campaign?), I would suggest non-Golarion specific languages. My PC would possibly like a chance to speak with your PC in another language. Like, if we're interrogating orcs, we can discuss things to each other in elven, draconic, or whatever.

Thanks, I agree... was considering it and thinking of taking racial languages instead.


Sebecloki wrote:
Everyone who's interested, please go ahead and plan on finishing --everyone should be able to play if you finish a character at this rate. It looks like we'll barely have enough players if I make a character too.

Are we OK to finalize/fine-tune once the party is together, Session 0 sort of thing?

Also, can go full caster if needed :)


Looking at the submissions I’ll cook up some sort of divine caster. Not sure what flavor but I will have it done within the next 24.


Gerard Nisroc wrote:
Sebecloki wrote:
Everyone who's interested, please go ahead and plan on finishing --everyone should be able to play if you finish a character at this rate. It looks like we'll barely have enough players if I make a character too.

Are we OK to finalize/fine-tune once the party is together, Session 0 sort of thing?

Also, can go full caster if needed :)

My rogue is basically a fairly straight forward sneak attack build based around making magical darkness. I'm also going to use a sickle for sneak attack b/c it also has a potential trip power. I'm planning on going into the assassin prc at level 6


All sounds good. How about Gerard's idea of a Session 0 thing? Open a game & discussion thread with a meet and greet to start the game, and give possible ideas for fine tuning the builds?

Liberty's Edge

Is it full?


Shawn Ashler wrote:
All sounds good. How about Gerard's idea of a Session 0 thing? Open a game & discussion thread with a meet and greet to start the game, and give possible ideas for fine tuning the builds?

done -- should be linked to this thread


GM Qstor wrote:
Is it full?

I was planning 6-8 so we could take another


My stuff's pretty much done besides maybe fiddling with HP for whichever method we end up settling on. That said, I wouldn't mind hashing things out and getting a feel for people's plans and all that.


I've decided we're going to do this for hp -- max at first level -- for 2nd and every subsequent level, d6 classes are 2+1d4 per level, d8 classes are 1d4+4, d10 are 6+1d4, and d12 are 8+1d4.

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