Lem

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Organized Play Member. 183 posts (725 including aliases). No reviews. No lists. No wishlists. 12 aliases.



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Sam C. wrote:

Any opinion on 3pp feats? Because there's a couple I'm considering for Pazeek's build if they're on the table.

Specifically, Lighten Weapon and possibly the follow-up Improved Lighten Weapon.

Thanks for running the update to get Akron on the list.

For 3pp, generally I am not a fan, so I don't carte blanche let it in. But I am willing to review on a case by case basis.

The lighten weapon tree I am okay with with one caveat. Improved lighten weapon says choose a weapon, not choose a weapon type. I don't know if it was intentional or not, but I like the flavor. This specific item is your signature. It is like an extension of your arm.

The only thing I dislike about it is that it locks you in a little too tightly. So, Improved Lighten Weapon.

Choose a weapon when taking this feat. When using the Lighten Weapon feat, you do not suffer the associated −2 penalty to attack when using that feat with your chosen weapon. You may change this choice by practicing with a new weapon for an hour each day for 7 consecutive days. Once the practices begin you lose all benefit to this feat until the 7 days are completed. If you are unable to practice on one day during the 7 day regimen then you must start over.

This allows the feat to stay viable as you level up your gear and get better versions of your signature weapon.


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Early that morning the ground shook violently in the city of Westheim. A great tear was rent through the square; animals brayed and cayed and howled; pottery and the glass windows of the finer houses were shattered, tinkling down to the cobblestone streets.

After the heaving stopped people ventured out to survey the damage. A portion of the great wall had fallen inwards, destroying a neighborhood and blocking the well on the east side of the city. One of the great towers had collapsed as if smashed by a giant. Smoke rose to the south where an untended fire had set blaze to some of the houses in the poor sections of the city, where wood was more common than stone.

The townspeople gathered at the grand hall, demanding answers. Some wanting to know why the land roiled so, others certain they already knew.

"'Tis the halls of the mountain king I tell you! The old legends are true, and his spirit comes again to our world. The evil seed stirs beneath the earth northwards, and mother earth seeks to dispel the noxious seed from her body. Soon the end will come!"

***

Welcome to Disquietude. I have a delve that I have always wanted to run (not PF, but I will be doing on the fly conversions). For now it will remain with just this code name, because it is somewhat known.

I am looking for a party of up to six to travel northwards and seek the source of the disturbance in nature. Because a balanced party is important there will be some different requirements than normal.

Crunch:

We will be starting with 25 point buy level 1 characters.
Race - Core + Aasimar + Fetchling + Teifling. If you want another Featured Race ask and I will look and see. Other race categories are out though.

1 alternate racial trait per build is allowed.

Class - All Core, Base, Alternate, or Hybrid with the exception of Gunslinger (sorry). Also Summoner must be unchained...unchained available but not required for Rogue, Barb, and Monk.

Stacking Archetypes is fine so long as they do not replace the same class skills.

Special Caveat - Class Type
The six characters will be recruited from 5 different categories to ensure a balanced party.
Melee
Ranged
Arcane
Divine
Skilled

When submitting your character please indicate which category you would like to be considered for. During recruitment I will try to update regularly who has completed submissions sorted by these categories.

The 6th party member is a wild card, I will select it from the whole pool of candidates.

Wealth - Roll for it. Everyone starts with a kit appropriate for their class.

All paizo resources are available for feats, equipment, spells, etc. This will be a dungeon delve, so resources after you start will be limited, and we will be using encumberance rules, which some GMs use less than others. Keep all this in mind.

Traits - Select 3 traits and a draw back. This is for mechanics and fluff, so see below.

Fluff:

Select 3 traits and a drawback - use this not only to effect the mechanics of your character, but to begin fleshing out his/her personality and quirks. We will do more as we go, but this will be the foundation.

No traits that alter starting wealth or start you with a piece of equipment worth more than 150 gp.

I am sure I have missed quite a bit in this initial posting, so please ask questions.

I hope to close recruitment on February 3rd and select party members by the end of that weekend.


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On a seperate note, at this point you guys have intuited that it takes between 10 and 15 damage to fell a zombie. Feel free to use this in deciding your actions (like Luxxana did) if I have not had a chance to come update the battlefield with other player's results. It is a little meta, but we do what we have to in PBP.

Zebrynna, with all the distraction around you it is very hard to concentrate. You know you have read something about enchantments that change on interaction, but you can't quite recall it or what it might mean in this situation. If people would stop making so much noise you could probably remember...it is right there on the tip of your brain. I will allow you a reroll when the action/distraction calms down, but for now that is all you can recall.


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Bang! Bang, creek, CREEK, CRICK!

Over the next 30 seconds or so the door is slammed against from the other side 5 times, each time shaking it and dislodging a small amount of gravel from the surrounding wall. Whatever is on the other side is not trying to open the door, it/he/she/they are trying to break through!

As you watch large cracks begin to appear in the surface of the wood. Nothing that shows through to the other side, but 1 or 2 more hits and the wooden door will be nothing but splinters.

You guys have the equivalent of 5 rounds for any positioning or buffs you want to do. Unless whatever it is rolls very poorly the door is coming down next round and the big reveal will happen. Aren't you just quivering with anticip....
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....pation?


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Recruitment is now closed. No new submissions will be accepted. No more mulligans or fresh character creation rolls.

I know some of your are trying to finish up yours, I can give you until Sunday. At that point I will be selecting between 6 and 10 adventurers to join the game.

Please finish up crunch and fluff by 2pm CST(-6 utc) on Sunday the 10th.

Kthnxbai


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I am probably crazy for adding another game to my docket, but the game that I was in as a player that was similar to this died, and I really liked the concept. So I have decided to run it myself.

****
You awake in a corridor with three other people. The stone floor beneath your head makes a poor pillow, but it has sufficed for the past little while, who knows how long. Taking in your surroundings you notice in the dim torchlight a note sitting next to you. With a slight headache you open the note. The words fuzz before your eyes for a moment, finally resolving into something intelligible.

Greetings. By the time you are reading this your fate is already sealed. You have been judged and found guilty of your crimes. Sentenced to life or death. You of course know about the Prison of Athkbar. Well you will now come to know it more personally, as it will be your abode for the rest of your days, however long or short that may be.
****

DM's Dungeon Creation Rules:

Welcome to the Dungeon Prison of Athkbar. No one has ever found an escape of the dungeon, and the architects are long dead. You have no previous knowledge of it's construction, although whispers and rumors claim that it is a sprawling facility not entirely on the same plane of existence as your actual home.

Each new level of the dungeon will be created at random using the tools found at this site. Let's see how long you survive, or maybe even if you can find an exit!

Character Creation Rules

Starting Level 3! Because Level 1 is boring. We will be using the Automatic Bonus Progression alternate rules set, so starting wealth is WBL under those rules, everyone starts with 1500 gold and +1 Resistance.

Race:
You will be a race selected at random from the available races in Core, Featured, Uncommon, and Other that have RP less than or equal to 15.

Roll 1d28 and use this list.
1. Dwarf
2. Elf
3. Gnome
4. Half-Elf
5. Halfling
6. Half-Orc
7. Human
8. Aasimar
9. Catfolk
10. Dhampir
11. Drow (Common)
12. Goblin
13. Hobgoblin
14. Ifrit
15. Kobold
16. Orc
17. Oread
18. Ratfolk
19. Slyph
20. Tengu
21. Tiefling
22. Undine
23. Duergar
24. Grippli
25. Vanara
26. Vishkanya
27. Monkey Goblin
28. Lashunta

Attributes:

You get the better of 1d12+6 rolled 6 times or 10 point buy. If your stats are better than 10 point buy you must keep them, even if they are not distributed as you would like. If you take the dice rolls you may organize them however you like (you do not have to take them in order).

Class:

All classes are available, but yours will be selected at random (big surprise right? Roll 1d39 and select from this list. If you get a unchainable race roll 1d2. Chained on a 1, Unchained on a 2.

For additional levels you can automatically progress in any level you already have or roll on this table again to gain a new class. Roll again if you get a class that conflicts with your alignment (see below)

1. Barbarian
2. Bard
3. Cleric
4. Druid
5. Fighter
6. Monk
7. Paladin
8. Ranger
9. Rogue
10. Sorcerer
11. Wizard
12. Alchemist
13. Cavalier
14. Gunslinger
15. Inquisitor
16. Magus
17. Oracle
18. Summoner
19. Vigilante
20. Witch
21. Antipaladin
22. Ninja
23. Samurai
24. Arcanist
25. Bloodrager
26. Brawler
27. Hunter
28. Investigator
29. Shaman
30. Skald
31. Slayer
32. Swashbuckler
33. Warpriest
34. Kineticist
35. Medium
36. Mesmerist
37. Occultist
38. Psychic
39. Spiritualist

Alignment - Roll 1d9 and select from this table. You may roll again if you get an alignment that conflicts with your Lv1 class.
1. Lawful Good
2. Lawful Neutral
3. Lawful Evil
4. Neutral Good
5. True Neutral
6. Neutral Evil
7. Chaotic Good
8. Chaotic Neutral
9. Chaotic Evil

Traits: Select Any 2, 3 if you also select 1 drawback. These do not have to be random.

HP: HP is always based on the dice roll. No max HP at first level! Starting HP will be 3dHD + 3xCon + Favored Class Bonuses.

Mulligan: If you do not like what your roll on your creation the first time through you are allowed 1 Mulligan at no penalty. A second mulligan might be available if I look at your results and feel that it is unsurvivable. If you take the mulligan you must accept your second results unless you get approval from me.

Background/Personality: We won't be playing in your home world in cities or countries that your character is familiar with, so you can skip the standard 10 minute unless you really want to. Answer a couple of questions in character though:
1) What do you look like? (2-3 sentences)
2) What were you arrested for?
3) Did you actually do it?
4) Do you play well with others?

I think that just about covers it. I look forward to the submissions. I plan on closing recruitment next Friday, 7/8, at 11:59 PM CST (-6 UCT).

If I missed anything please ask.

Edit 1: Archetypes and Alternate Racial Traits may be selected by the player. They do not need to be randomized.


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Harkan Outseeker wrote:
Gnomezrule wrote:
Harkan Outseeker wrote:

I hunt them down, The Warpriest beats them down, and the Inquisitor puts them to the question!

Eyes everybody with paranoid suspicion. "Are you a heretic?"

NO ONE SUSPECTS THE DWARVEN INQUISITION!

That's 'NO ONE EXPECTS THE DWARVEN INQUISITION!'

Getting it that wrong... Suspicious...

I think it's because he is secretly a gnome with highrise boots.

In other news, I have my crunch done, so I just need to do the fluff now.

Crunchy News:
For ease of reference I built 2 different profiles...One with the base Synthesist/Fighter. If I am doing things right I shouldn't be in that form too often. The other is the Fused profile. The idea is in beast mode I go more with the natural weapons route...focused on tripping and intimidating right now...

Please take a look and let me know if I have any glaring mistakes.

Base dwarven form
Fused Eidolon form

More details about description will be coming when I do the fluff.

Here are my racial adjustment notes too:

Racial Adjustments Total: From 11 to 15
Remove Standard Ability Score Modifier 0
Paragon Charisma (+4 Chr, -2 All Phys Scores) 4
Remove Greed -1
Remove Stonecunning -1
Remove Darkvision -2
Add Lowlight Vision 1
Remove Hatred -1
Sky Sentinel 3
Skill Training - Diplomacy & Knowledge Local 1

Background is this:

City Dwarves left their mountain homelands centuries ago, drawn into human cities by opportunities for commerce.

Because of this they no longer have the hardiness and wisdom of stone running through their veins, and are generally less physically fit than their brethren that live in the mountains. Instead, they have brushed up on their diplomacy skills and are generally seen as the nicest of dwarves.

No longer sharing the mountains with goblins and orcs, these city dwarves are still slightly agoraphobic and find the idea of anything attacking them from the sky to be off putting. As such they spend most of their lives training against creatures taller than them, like giants, and aggressive predators of the air.

Man...Serious wall of text...sorry about that. Decided to spoiler it all to make it less annoying.


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If it factors into the decision making process on the taskshapper, you may want to take a look at the discussion thread for the PDF.

There is a very robust Q&A with the publisher in there.

Also should mention, if you say yes then I will buy the secrets of adventuring PDF...so I will have the full rules for the class, not just the srd.


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Been wanting to bash some heads in?

Looking for a way to get out your 'Roll'-playing insticts so you can actually Roleplay?

Well look know further than the Great Championship. A 1v1 double elimination tournament where the last man/woman/child standing is named the champion, and all the internet fame that goes along with it (so, nothing else).

Character Build & Battle Details:

Anything Goes! Well, anything Paizo goes. And we will be trying to keep it somewhat power balanced, at least on the surface.

Races - Any Paizo printed race of with 20 RPs or less (this is our nod towards power balancing...No gargoyles. Sorry.)

Attributes - 25 Point Buy - 18 is the pre-racially adjusted ceiling. 7 is the pre-racially adjusted floor.

Classes - Any Paizo printed class. Gunslingers? Occultists? Sure! Good luck during the first few levels!

Crafting - There won't be any time for custom crafting when you have battles on, so you will be getting your equipment at market price as you advance.

Advancement - Everyone will be starting at level 1. Win a battle - go up a level. Lose a battle - stay at the same level. Lose two battles, you are done. There will be a 3 day pause between each set of battles for characters to level up as necessary. You will be stating up and equipping to an appropriate wealth level of your new level. Each new battle will start with your character fully healed and rested, at the start of a new day. Any limited use abilities will be fully restored.

Battle maps - Battle maps will be chosen at random by the GM (Me!). The same battle map will be used in every match up, and a new one will be selected each round. They will be selected from what is available on the internet through a google search. Like this one. Some battle maps may benefit some builds over others...that's just luck of the draw. If there is a giant crevase in the middle of the map then I hope you have ranged options available.

Match ups - The first round of match ups will be random selection. From there matchups will be determined by the bracket, using a free bracket generator. The final winner of the winners bracket will face off against the final winner of the losers bracket (who will be at a 1 level penalty) to determine the grand champion.

Battle rooms - We will have Gameplay threads devoted to each battle. At the beginning of a battle each player will be given the thread URL they are to report to for that battle round, to meet their combatant.

So whose interested? Let's get some discussion started and depending on how the recruitment goes I will put a end date for recruitment out there in the next few days.

EDIT: A few other notes I did not think of - Firearms Early - Advanced firearms are allowed, but at the price listed for them on the PFSRD. Modern Firearms are out, since they do not follow the same pricing structure.

Wealth - Max wealth for character at level one. No traits that increase starting wealth.

Traits - Standard 2 traits per character, no weaknesses. As mentioned before, no traits that increase starting wealth.

If I am missing anything else let me know.

EDIT2: Running out of time for edits! Unchained - Unchained is fair game. Alternate multiclassing is fine (although it does not matter until level 3)...so the point is moot for now.


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I can't find the cost of water on the SRD...I think it is reasonable to believe that you will find a well somewhere and fill the barrels there.

I am sure you could find a huckster willing to sell you water, for a silver per gallon. He would probably slap the label 'Piduts' or 'Evian' on your barrels after he filled them for you too.

Piduts water sales. I will have to remember that. :D


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Hi all. I want to try my hand at GMing a PbP, so here is the recruitment thread.

I will be running a single shot adventure module meant for 4 - 6 lvl 1 players. Here are some details:

Details:
You are a freshly minted mercenary group, on the lookout for your first job when you are summoned to the home of a wealthy merchant of the city of Wellspring for dinner. Ushered into the home you are brought to a beautiful dining hall where you and the rest of your party gather around the table across from Beauregard Gransby. Over the course of the evening he tells you of his various business interests and dealings across the continent. When dessert is served along with various mixed drinks, he comes down to the point of why he asked you here.

I hear you are in look of work. I would like for you to undertake a task for me. I would send some of my own people, but I am spread a little thin of late with the harvest coming in and the demand for spices out East, and lumber to the South. My son, Stephan, took part of his inheritance last year and traveled to a mining town about a week's journey from here. He was planning on financing his own digging venture up into the mountains.

Everything seemed to be going fine, and he even wrote of discovering some silver and mithril deposits, but then all communication ceased. I haven't heard from him in a month and I am starting to get worried. Could you travel to Kivud's pass and head into the mountains beyond and find him? I want to make sure he is alright.

I can offer you 300 gold now to outfit yourself for the journey, and an additional 700 when you return with my son or news of his progress in the venture. I think a tidy sum like that would catch your interest yes?

So there is the hook. If you are interested I would like to see a lv 1 character sheet for a proposal. Here are the character creation guidelines:

Character Rules:

Paizo rules only, no 3pp
Stats: Your preference of 20 point buy or 2d6+6 taken in order (Str, Dex, Con, Int, Wis, Chr)
Races: Any Core race - open to others upon my approval
Classes: Any Paizo class (Core, Base, Alternate, or Hybrid) with the exception of Gunslinger and Occult classes. Think high fantasy, mostly core classes minus monk kind of stuff. If you have a good story for why your character has chosen that path in this world I am willing to listen.
Skills: I am a fan of the background skills system, however you cannot select a background skill that is a key skill for your class. For example: No craft for alchemists, perform for bards, animal handling for Rangers or Druids...you get the idea. If the skills drives to a key class feature or is adjacent to it make it an adventuring skill for you.

Finally, I really like what DM Mathpro does for character development at the outset. I think it is an excellent way to prevent the character from just being hack and slash. Since we are starting with a small adventure module, we may not get into all of this background info in game - but we should get to some of it, and if we continue past the initial adventure (which I hope we do) it will come in handy in writing more of the story. So, when you are creating the background for your character please consider and answer the following prompts:

Background details:

1) I'd like 5+ points that capture the concept and story of the character. More are welcome, but no less than five.

2) Two goals that you'd like the character to accomplish in-game.

3) Two secrets, one the PC keeps to himself, and one kept from the PC. I'll come up with a third that both the character and player aren't aware of, in hopes of shocking surprises within the storytelling.

4) 3-5 people that are tied to your PC by blood, love, rivalry, honor, etc. I'd like at least one enemy in a set of three or four, with no more than two for a set of five.

5) Three key memories that define your character as the person they are at the time of submission.

All that is to help you and me tell a compelling story not only you, but any who read our adventure, will enjoy. If this is asking too much, let me know.

I think that just about covers it...so if you are interested please submit your characters for review. I would like to have recruitment open until May 6th, and then gauge the response at that point.

I look forward to hearing your stories.