My character would probably look something like: Reknar:
Reknar Half-orc bard 1 CG Medium humanoid (human, orc) Init +2; Senses darkvision 60 ft.; Perception +0 -------------------- Defense -------------------- AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 10 (1d8+2) Fort +4, Ref +6, Will +4 Defensive Abilities sacred tattoo[APG] -------------------- Offense -------------------- Speed 30 ft. Melee cold iron longspear +3 (1d8+4/×3) or . . cold iron morningstar +3 (1d8+3) Ranged sling +2 (1d4+3) Space 5 ft.; Reach 5 ft. (10 ft. with cold iron longspear) Special Attacks bardic performance 6 rounds/day (countersong, distraction, fascinate [DC 11], inspire courage +1) Bard Spells Known (CL 1st; concentration +2) . . 1st (2/day)—cure light wounds, saving finale[APG] (DC 12) . . 0 (at will)—detect magic, message, read magic -------------------- Statistics -------------------- Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 13 Base Atk +0; CMB +3; CMD 15 Feats Arcane Strike Traits fate's favored, natural born leader Skills Acrobatics +4, Bluff +5, Intimidate +7, Knowledge (arcana) +1, Knowledge (dungeoneering) +1, Knowledge (local) +5, Knowledge (nature) +1, Knowledge (planes) +1, Knowledge (religion) +1, Perform (oratory) +5, Profession (soldier) +4, Use Magic Device +5; Racial Modifiers +2 Intimidate Languages Common, Orc SQ bardic knowledge +1, orc blood Other Gear lamellar (leather) armor[UC], heavy wooden shield, cold iron longspear, cold iron morningstar, sling -------------------- Special Abilities -------------------- Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction. Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks. Bardic Performance (standard action, 6 rounds/day) Your performances can create magical effects. Darkvision (60 feet) You can see in the dark (black and white only). Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Sacred Tattoo +1 to all saves. Once a soldier for hire, Reknar has seen others buried for bad causes and worse commanders. He learned early that orders are cheap, and loyalty is usually spent by people who don’t pay the cost. He came to Kintargo as muscle, nothing more - but stayed when he saw how tightly the city was strangled, and how many people were pretending not to notice. He doesn’t call himself a hero, or even a rebel - just someone watching more closely this time. Reknar lends his voice and steel when it seems useful, offering blunt advice, battlefield songs, and the occasional reality check when passion outruns sense. He doesn’t believe in people yet - but he knows revolutions need more than fire. They need survivors. And watching from the sidelines has its own price...
1d4 ⇒ 3 I am rolling right away, and suggest everyone should do the same - otherwise it feels like people are using filler posts to preview and wait for a better 1d4 dice result. Just saying ;) Interested! I am really feeling a good old grumbling ex-army half-orc mercenary, 'maybe' turned revolutionary. Maybe because of a friend, or the right cause? He’s seen enough bad orders to know when to start thinking about giving his own. A bit of an ass and cynical by nature, he’s still the first one to offer "wise words" (or a harsh reality check) when the stakes are high. Mechanically he's a Melee/Support Bard using a longspear, with potential martial dips later for more punch. If they get too close, he’s not above drawing a morningstar and going to town. He doesn't shy away from a fight, but he's experienced enough to consider the odds and try to cool things down if needed (Perform: Oratory for that Sense Motive and Diplomacy). He's seen some crap, and knows fire in your loins is not always enough to win a war. Natural Born Leader Trait maybe.
HERE they are! :D Garrick Stonehand – Noble Elira Nettles – Slave Bram Underbough – Dwarven herder Mara Fenwick – Astrologer
I think this could be an interesting experiment. Maybe adding some possible restrictions, like 'this next round can only use characters created with Core and APG' or 'this round only 3PP from so and so' - that might add an interesting twist. Or now only Fighters, now only Rogues. Along those lines. Another thing which could be interesting is making the 'arena' a dynamic one. Maybe one round it is a group of players vs. another, next round players vs monster A, B or C, next round it is actually level 7 of Rappan Athuk, then goblin street attack in Rise of the Runelords, then final boss in the prison for Carrion Crown. Stuff like that, to introduce variability and challenges with multiple dimensions (maybe puzzles, environmental hazards, social challenges, etc), making them tactically more interesting.
Albion, The Eye wrote: Is it ok to submit a character without a Background? Or with just a one-liner? Like 'Tessai is a haunted Paladin, looking for redemption fighting in the Worldwound" - or would that immediately get me disqualified? :) GM Wolf wrote:
Was that a no? :)
I have tried this before, but why not try again? I’m considering running a very lightweight, old-school BX/OSE dungeon-delving game - something intentionally small-scope, deadly, and straightforward. Think classic exploration at least for starters (it may evolve later), no sweeping AP plots, no epic character arcs, no multi-page monologues. Just you, a torch, a 10-foot pole, and something in the dark that definitely wants to eat you. -- I want to start extremely simple, with very “on the nose” adventure hooks such as: “You’ve been hired by Lord X to clear out the abandoned moathouse. It’s noon. You stand before the rotting drawbridge. What do you do?” “For years you’ve heard rumors of the haunted caves. Today you finally found the entrance - and it’s staring back at you.” The idea is to run short, focused expeditions. When one wraps, you resupply, gossip in town, hire help, maybe roll up a new character if yours met an untimely end - and then head right back into whatever’s next. Loose connective tissue, episodic structure, and no novel-length backstories. System & Rules BX/OSE, rules-as-written, no optional rules and no houserules (at least at start).
Tone & Expectations This is old-school play.
Posting Rate I’d ask for players who can check in at least once a day, or at minimum keep up a consistent posting rhythm. If life happens, just communicate. Where the Game Will Actually Run Although I'm posting the interest check here, I won’t be running the game on the Paizo forums. Nothing against the place (I have been playing here for ages, and many great games happen here) - but the tools I prefer (non-previewable dice rolls, integrated maps, better formatting) aren’t supported. If this ever becomes a thing, I’ll share the link with selected players via PM before we begin. So… Interested? Let me know if there would be a quorum for this kind of game, and how tied down are you to the Paizo forums.
If by any chance Crisischild does not submit his Hunter with a dog, I will throw my hat in the ring with Krezen, the orphaned half-orc child of unknown parentage, raised on the outskirts of Pebble Mill by a kindly herbalist and her farmer husband until their passing. Since then, he has lived alone amid the woods and hills, trapping and trading furs for the few supplies he cannot gather himself. Most townsfolk whisper uneasily at his approach, yet a few quietly speak of times he’s guided them home safely or scared off prowling beasts in the dark. Krezen:
Krezen Krezen Half-orc expert 1 CG Medium humanoid (human, orc) Init +3; Senses darkvision 60 ft.; Perception +6 -------------------- Defense -------------------- AC 13, touch 13, flat-footed 10 (+3 Dex) hp 14 (1d8+6) Fort +3, Ref +3, Will +4 Defensive Abilities orc ferocity -------------------- Offense -------------------- Speed 30 ft. Melee dagger +4 (1d4+4/19-20) or . . longspear +4 (1d8+6/×3) or . . morningstar +4 (1d8+4) Ranged light crossbow +3 (1d8/19-20) Space 5 ft.; Reach 5 ft. (10 ft. with longspear) -------------------- Statistics -------------------- Str 18, Dex 16, Con 16, Int 13, Wis 14, Cha 7 Base Atk +0; CMB +4; CMD 17 Feats Toughness Skills Handle Animal +2, Heal +6, Intimidate +0, Knowledge (geography) +5, Knowledge (nature) +5, Perception +6, Profession (trapper) +6, Stealth +7, Survival +6; Racial Modifiers +2 Intimidate Languages Common, Giant, Orc SQ orc blood Other Gear crossbow bolts (10), dagger, light crossbow, longspear, morningstar -------------------- Special Abilities -------------------- Darkvision (60 feet) You can see in the dark (black and white only). Orc Blood Half-orcs count as both humans and orcs for any effect related to race. Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd. did not add much in the way of equipment, since I am not sure how we are going to handle it :) Was going to give him a shortbow, but discovered Experts do not know how to use bows :O
Veela Casanen wrote:
DM Ashlar wrote:
So I believe no traits, no background skills, and core only content. So also not Warpriest in the future I assume? And thank you for the reply DM Ashlar, that sounds great!
DM Ashlar wrote: Everyone Wow, these are all amazing. I am really enjoying where this group could go. Shadowed Keep for sure, but I am really seeing the characters as who they are beforehand. And how they will be when they... if they return. Hey DM Ashlar, I think I would want my character to be a strong and bright young man, working perhaps as an apprentice smith (maybe with his father or brother?), in the hopes of one day mastering 'The Riddle of Steel' ;) But most importantly I wanted to ask you about the ruleset you are planning to use. I understand it will be PF1e, but will you be placing any limitations on stuff like Traits and Feats? Spoiler alert - I hope you do as I am personally looking for a 'Core only' PF1 game as much as possible. Let me know! That way we can align expectations.
Grumbaki wrote:
Simple and perfect - love it. You mean in the recruitment thread, right? Plastic Dragon wrote:
Solid!
Definitely interested :) Hopefully you keep it as close to Core as possible. Since PF places way more emphasis on ability scores than older systems, I would personally prefer a point buy. But if you prefer to go with rolling for ability scores, I would suggest an external die roller, so people cannot preview their results. Keeping it fair for all. As Crom intended.
GM-Lia wrote:
Thanks a lot for adding a few more words to it GM-Lia, it gave me a very clear image of what is the plan. I love the first half, but unfortunately I am not a big fan of the second, in which we detail the tavern and the contact. My preference would be that actually getting a contact might constitute an adventure or side-trek itself, discovering what tavern in town is the best for finding such contacts could be another, etc. The narrative part in which I detail - 'my contact is one-eyed Joe, a toothless, greasy man, deadly with a dagger and with a constant sneer on his face. He usually hangs out at the Broken Pot tavern, as befits a lowly street thug of the Guild' - for me feels more like telling a story than playing the game. Just a matter of personal preference is all :) I do think you have a great vision though, and feel like the game will be very entertaining for those seeking a more narrative experience. Wish you a great one! And I will for sure poke my head in every once in a while ;)
Hi GM-Lia, I am very curious about this game for a couple of reasons - OSW speaks highly of you, and also I have been really trying to get into PF2e without much success so far. But I do have a lot of trepidation regarding the nature of the game and its scope - I have read also through the interest thread, and the premise sounds really fun. A sandbox, brave adventurers exploring the world and finding new challenges with a lot of player agency. It sounds perfect. But I do have some questions, if that is ok :) Would you mind elaborating a little bit more on what 'players having a larger element of narrative control' means? I love the notion that characters have goals in their humble lives starting out at level 1 - one wants to be a soldier, the other wants to avenge her Mother, yet one other wants to lead the Thieve's Guild. So they search for ways to accomplish their goals. They provide details on the guild, how their mother died, and where they want to be a soldier and why - broad strokes upon which the DM can build. Is this the gist of it?
Black Dow wrote:
Aha, perfect! Thanks BD. Fancy seeing you here ;)
Hytogg wrote: That's what I chose as well. should we be kin? rivals? Not really a choice from my end, or I would avoid duplication :/ It seems we will then have a Dwarf Thief and an Elf F/M/T. So I think I will go Halfling just to be different, though Halflings cannot see in the dark, so you’ll have to do the scouting in your own.
AGM Lemming wrote:
I think you are absolutely correct. Guess a Dwarf Thief it will be ;)
Thank you for the invite Spazmodeus! 4d6 ⇒ (2, 6, 4, 5) = 17 Str 15
Looks like a Charismatic Fighter of some sort.
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