Billy Carter's page

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Hi,

The chairman of a meeting holds and uses a gavel. So, since the group is a consortium, which is like a combine of businesses, my guess is that he is the elected leader of it deliberative (decision-making) council, made up of the heads of the individual companies (of which he is, no doubt, one). Basically, he is a business boss of bosses, but one who has to lead by diplomacy and vote-trading.


DM JZ wrote:
If you're a PBP newbie, ...

I would like to play in one of your games. I have never done a pbp game before. I am pretty familiar with the PFRPG rules. It would be a big help if could be shown the pbp ropes.

Is there a way I can give you my e-mail address so you can let me know when my turn comes up? I do not check this forum than often. Also, I don't see how you would notify me through this forum that the game was starting and what I should do? Would it just be in a post from you on this thread?


CHARACTER GENERATION NOTES.

Players may generate their own characters or choose from among the pre-generated characters that I will bring. Characters will not be considered "written in stone" for the first few sessions, so you will be relatively free to modify yours after the initial session or two.

Players familiar with 3.5 edition cannot simply generate a character from that system; instead download the conversion guide and note the changes to abilities (also described below), skills (the list of skills has changed(!)) and for the class features of the class you choose. The link to the conversion guide is:

http://paizo.com/pathfinderRPG/resources

I use an Excel spreadsheet program of my own design to aid character design and tracking. I will make copies available. I will maintain a record for your character whether you have access to Excel or not (so that I can create summary sheets about the different characters statistics to use when I am running our game sessions).

CHARACTER GENERATION NOTES.

This document covers what you need to know to generate characters for the campaign and provides web links to some additional resources.

Players may generate their own characters or choose from among the pre-generated characters that I will bring. Characters will not be considered "written in stone" for the first few sessions, so you will be relatively free to modify yours after the initial session or two.

Players familiar with 3.5 edition cannot simply generate a character from that system. Most of what you need to know to generate a character, if you know 3.5, will be covered below, but if you have time and interest there is a free conversion guide that can be downloaded that covers the changes between 3.5 and the Pathfinder RPG -- note the changes to abilities (also described below), skills (the list of skills has changed(!)) and for the class features of the class you choose. The link to the conversion guide is:

http://paizo.com/pathfinderRPG/resources

I use an Excel spreadsheet program of my own design to aid character design and tracking. I will make copies of the program available. I will maintain a record for your character whether you have access to Excel or not (so that I can create summary sheets about the different characters statistics to use when I am running our game sessions).

CAMPAIGN NOTES.

A. General Notes.

The campaign will be set in the Pathfinder Companion campaign world. I will use a mix of homemade and purchased adventures.

Play will start in the city of Westcrown in the country Cheliax. Much relevant material can be found in the Players' Guide to the "Council of Thieves" adventure path. For the free PDF download, go to paizo.com/pathfinder/adventurePath

Volunteers are requested for a slice of character background: that your character was raised, at least for several years, in an orphanage in the city run by a religious (Lawful Good/Neutral Good) order of female half-orcs known as the Sisters of Parsimonious Mercy (think of it as a Catholic orphanage and school). This background will link to the first adventure, a source of patronage and will serve to justfy pre-existing relationships between characters. Your character can have spent some years in the orphanage in the city of Westcrown without being Chelaxian, so you need not consider that accepting the call for volunteers for this bit of background restricts you in that way.

B. Campaign Aspects to Keep in Mind When Generating a Character.

1. More adventures will be set in urban (and dungeon) setting than in wilderness settings. You are not strictly required to have a non-wilderness background, but it would probably be better to do so if you don't have a strong preference otherwise. Most character classes can work with an urban background, although Druids are not recommended for this campaign. Rangers can work -- they can even choose "urban" for a favored terrain (at a level higher than first). Barbarians may be considered as 'brawlers'--treat them as normal except make Knowledge Local a class skill instead of Knowledge Nature (or not, and say you spent a lot of time wandering outside of town).

2. The adventuring party is meant to be 'the good guys' -- that's a small "g" in "good," but, still,....no evil alignments; be Good if you can stand it.

3. See below, under the "Abilities" section about encumbrance and not going too far off balance with your abilities.

INSTRUCTIONS FOR GENERATING A CHARACTER.

1. Build Points and Abilities.

Character construction will be by the "point build" system. Each character gets 22 build points.
The point costs for the ability scores, prior to racial adjustment, are as follows:
Ability: 7 8 9 10 11 12 13 14 15 16 17 18
Cost: -4 -2 -1 0 1 2 3 5 7 10 13 17

Unlike 3.5 edition, Every race gets a net +2 in adjustment:
Dwarves: +2 Con, Wis; -2 Cha;
Elves: +2 Dex, Int; -2 Con
Gnomes: +2 Con, Cha; -2 Str
Halflings: +2 Dex, Cha; -2 Str
Half-Elves, Half-Orcs and Humans: +2 to any one Ability.

Players are partly encouraged and partly required not to build characters with highly unbalanced abilities. Thus, for the requirement, no post-racial-adjustment abilities below 8 are allowed and no character can have more than one "8." With regard to the encouragement to keep your abilities at 10 or higher, I'll note that encounters in this campaign may test any ability of any character; there are no "throwaway" abilities. In particular, I note the following: (1) we will be tracking weight and encumbrance in this campaign, so a low Strength may mean you can't carry your basic supplies and still move at full speed; and (2) there will be occasions where an NPC's final reaction to the party is determined on the basis of a set of checks that would include at least one Charisma check for each INDIVIDUAL character (this will be infrequent -- say, once every two levels of advancement; NPC's who hire you or who you hire are prime examples). In other words, giving your character a low score in some ability to raise another will ALWAYS be a tradeoff in this campaign -- none of the character classes can completely ignore any of the abilities.

2. Skills.

Skill points per level are not multiplied by 4 at first level in Pathfinder. (Instead, characters with at least one rank in a skill that is a "class skill" for them get a +3 to all skill checks with that skill.) The list of skills has changed from 3.5 edition. Skill ranks cost one point for both class skills and non-class skills. The maximum ranks in any skill is your total character level (total hit dice).

The list of skills is Acrobatics, Appraise, Bluff, Climb, Craft, Diplomacy, Disable Device, Disguise, Escape Artist, Fly, Handle Animal, Heal, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (engineering), Knowledge (geography), Knowledge (history), Knowledge (local), Knowledge (nature), Knowledge (nobility), Knowledge (planes), Knowledge (religion), Linguistics, Perception, Perform, Profession, Ride, Sense Motive, Sleight of Hand, Stealth, Survival, Swim, Use Magic Device.

See the Conversion Guide for more info.

"Freebie" Skill Points: At first level, everyone gets 1 rank is Swim and 1 rank in Perception that they don't spend skill points on (note that you can't put any more than one rank into a skill at first level); Bards get 1 rank in Perform for free, too (because they will need at least two types of Performance).

House Rule: I am bringing back the "Search" skill in the following way. All characters will have a Search skill modifier. This skill modifier will be based on your Perception skill ranks -- you won't ever spend any skill points on "Search" separately -- but the corresponding ability will be Intelligence rather than Wisdom. Further, for Fighters, Druids and Monks, Perception is a class skill but Search will not be; for Wizards, Perception is not a class skill but Search is. Finally, when Rogues or others get the Trapfinding ability, all Search checks will get a +1. (Other rules may apply -- typically in the direction of leniency. For example, dwarf fighters will get to treat Search as a class skill if looking for a secret door in a masonry or cave wall,...)

3. Traits.

Each character gets two "traits." Traits are described (they are basically the equivalent of half a feat) and many are listed from which you may choose yours in the free Pathfinder download about Character Traits available at http://paizo.com/pathfinderRPG/resources. Choose zero or one trait from the players' guide to the "Council of Thieves" and then choose one or two traits, respectively, from the guide on traits themselves. One of the main points of traits is to have stories that explain them to help flesh out your character's background, so give a little thought to how your character came to have his or her traits and what they mean for, or to, the character.

[You may NOT choose the "Adopted" trait; all the others are O.K..]

Note that a few of the traits in the guide are modified (made better) for this campaign -- see below.

3.b. Picking Traits without the Guides.

If you want to pick traits without the guides, start by picking one saving throw to get a +1. The names of the corresponding traits are as follows:
+1 Fortitude = "Resilient";
+1 Reflex = "Deft Dodger";
+1 Will = "Indomitable Faith"

For the other trait, pick from the following options:
a. pick a special circumstance to get +2 to your saves in from this list: fear [trait name = "Courageous"], enchantment (i.e., charm/compulsion) spells and spell-like effects ["Birthmark"], illusions ["Skeptic"], poison["Cast-Iron Gut"], evil spells and spell-like effects
b. get +1 save vs divine spells ["History of Heresy"]
c. get +2 on all rolls to confirm critical hits ["Anatomist"]
d. get +1 damage when you flank your target ["Dirty Fighter"]
e. get +1 on another (different) type of saving throw [as above]
f. get +2 Initiative ["Reactionary"]
g. get -1 to Armor Check Penalty (min zero) for any armor (not shield) worn ["Armor Expert"]
h. get +900 gold pieces at start ["Rich Parents"]
i. get +1 on two Knowledge skills and make one of them a class skill of yours
j. get +1 on any one skill and make it a class skill

Changes from Guide:

1. Not all skills have traits that give the listed bonuses in (i) and (j) in the Guide; players who pick traits from the guides may pick (i) or (j) instead of one trait from the guide.
2. Trait (c) modifies the "Anatomist" trait in the guide (makes it +1 better).
3. "Cast-Iron Gut" (+2 to saves vs poison) is not in the Guide, but you can pick it.

4. Starting Gold and Equipment.

As a time and trouble saving expedient, characters will be assigned (with some lattitude for your preferences) starting equipment and some extra starting gold when we get going. Alternatively, you can, if you wish and have the rulebook, purchase all your own equipment -- use the standard starting gold amount (don't bother to buy food or oridinary clothing) and then give yourself one potion of cure light wounds, too.


New face-to-face group starting for Pathfinder RPG play. Time for first meeting is 1:00PM (come a little early if you want to generate your own character on the spot, please).

Place is DreamWizards hobby store in Kensington/Rockville -- www.dreamwizards.com (You can find this event on their "Calendar" section).

Future meeting times to be discussed at first meeting and then posted here.

Instructions for character generation follow in the next post.


Whited Sepulcher wrote:
LilithsThrall wrote:
Fire Wraith wrote:

Hello everyone,

I'm looking for a face to face gaming group, playing 3.5 or Pathfinder rules, in the Northern VA/DC/Maryland metro area....

HI,

As it happens, I have been working up to starting a Pathfinder RPG campaign in suburban Maryland in the DC area. The first session is Saturday, February 27th at 1:00PM (12:30, preferably, if you need to generate a character on the spot).

The Place is at the Dreamwizards store in Kensington/Rockville (not far off Wisconsin Avenue-slash-Rockville Pike on Nicholson Lane; the store's site is dreamwizards.com, for the exact address).

Characters start at first level and use the build rules in the Pathfinder Core RPG book, 22 build points. Characters will get 2 "traits" (see free supplemental download "Pathfinder Character Traits Web Enhancement;") at start, but I recommend you leave at least one open. Or play a pre-generated character, I'll bring a bunch.

Don't worry if you know 3.5 but are unfamiliar with Pathfinder, changing over will not be hard.

The thread for this game on this board will be updated in the next day or two. It has "Rockville" in the title.


BYC Wrote: "Dream Wizards or another place? "

Yes, Dream Wizards.

If you ever played D&D 4.0 with Amir, you may have met me: as a running joke, my character used to declaim that people should defer to her wishes because she was "hot."

As a player, I like puzzle-solving least and planning combat tactics with my team the most; I was also a big fan of information gathering and detective-type work; another thing that kept me coming back to play was the thrill of almost dieing (I mean, not that I could manufacture the thrill by being stupid with my character, but when I we were all trying our darnedest and there were still fatalities and near fatalities -- well, that really grabbed my interest).
As a DM, I would have a 3x5 card propped up in front of me each time I sit down to work on preparation that had "DYC LIKES: ... role-playing and puzzle-solving."

[By "puzzle-solving" I am assuming we are talking about mechanical and word puzzles -- things where the archetype is maybe a floor with (mostly) unfamiliar runes on each tile and then you have to figure out a safe way to get across, or there's a riddle like the sphinx's]

A guy on the Paizo board has nice blog/article about optimizing wizards that argues that arcane spellcasters are at their most potent when acting indirectly through their support ("buffing") of other party members. Personally, I don't have enough 3.5 experience to know if casters could dominate play if they wanted to. (I do agree that they need fighters and would add that a party of all casters is unlikely to make it past first level -- arrows are a b*tch when there's noone in front of you, for example.)

So, may I count you and your buddy "in" at this stage?
--Bill


I am recruiting players for a Pathfinder RPG campaign. We will be meeting 3-4 times per month at a local hobby store. The day and time for meeting has not been decided, but it will be either a weeknight or during the day (i.e., Friday and Saturday nights are out).

The Pathfinder RPG is the "new D&D 3.5," in that if you are familiar with 3.5 (or 3.0) you will be able to change over to Pathfinder (PF) very easily.

My experience as a GM is modest, but I am highly creative and intelligent, a funny and engaging person, excellent storyteller, and have both a strong preference for inclusion and sense of fairness. On the other hand, I am highly analytical and attentive to detail, so I love and appreciate all the quantitive and other desiderata of the rules and players attempts to 'optimize' their powers within them. So, either way, whether you want to 'work' the rules to your advantage, where I'll be part of your appreciative audience, or you're looking to leave most of the number crunching to others (mainly me) while you concentrate on role-playing and problem-solving, I'm your man. Overall, I am confident this will prove a satisfying and memorable RPG experience for the players.

If you are interested, please send me your contact information at BillMoDee@verizon.net.

There is still flexibility in most aspects of the campaign at this stage, so, since I am interested in having players and therefore in having happy players, I would invite you to share your thoughts and preferences me, with regard to your own character and to the tenor and style for a campaign. You may do this in your e-mail, or simply include a 'best time to reach me' note with a telephone number or two, which I will take as an invitation to call and chat for a few minutes (if you just want to show up and play, you can still give me one or more contact phone numbers -- like for reminding you of an upcoming meeting if you didn't RSVP to an email --, just don't say anything about when a good time to call is).

Once it looks like at least 3 players would be able to show up at least three times a month, I will schedule the first meeting and send out character generation instructions and some campaign background.

Until we meet at the table of adventure, then, friends,....
Regards,
-- Bill Carter


Hi, are you playing this Wednesday, the night before Thanksgiving? I might drive up from near DC, where I live. It's possible I could become a regular. Would you say you are on the near (South) or far side of Baltimore from me?


People are missing the main benefit of using a weapon to make a non-standard attack (i.e., to attempt a combat maneuver): The benefit of making your trip attempt using a weapon, as opposed to generically (or "without a weapon" as some of you are putting it) is primarily that it entitles you to add to your modifiers all those that would pertain to a standard attack made with the same weapon by virtue of having used that weapon: any magic enhancement modifiers, for one; any applicable Weapon Focus feat, for another. The fact that you can also drop the weapon in lieu of being tripped yourself, should you fail badly enough, is, relatively speaking, of secondary importance here.

As a second matter, are the previous posters saying that the quarterstaff is not a trip weapon in PF? That would be a shame, and a good point to introduce a house rule.


Hi,

Read the first dozen or so pp of the guide and, after getting past the part about how outmoded it is to think of players' roles in terms of the original four character types (it really isn't) because, if you actually read the new rules (duh) you see how flexible things are now, I enjoyed it very much.

My thoughts are from a DM's perspective and pertain to the section on how to pick your ability stats.

1. Do people frequently scrape down so many abilities to such low levels in search of points to spend on the ones they deem of primary importance? Even to the point of knocking down your Wizard's wisdom, which has a saving throw associated with it?

2. I'd previously encountered the concept of, but not the term for, "encumbrance nazi" (I love the term). That would be me. Nobody with a 7 strength (about 2 standard deviations below the human mean!) gets to claim they're carting around two or more spellbooks, a heavy crossbow and a bunch of gold with impunity in any campaign of mine; it boggles my mind that anyone would even try it.
In fact, it seems to me that many of your recommendations presume a very accomodating GM in many respects. The discussion on summoning, in the thread there, for example, highlights this in that one obvious way your recommendation runs into problems is when people start to wonder if it may not always be possible to communicate your precise intentions to summoned creatures. Well, the obvious way (to me) that might happen is if the GM starts to question your assumptions when you start dictating to him just what "your" creature is "doing."
Anyway, I think it's encumbant on a 'good' GM to be evenhanded between party members WITHOUT being overly accomodating about applying the rules: the implication in both cases is that characters with more balanced ability scores reap the benefits, where applicable, while those with pronounced weaknesses suffer from them, at least on occasion. So, while I may be and approve of your strength (encumbance) nazi type, I would also be and want to play in the campaigns of your wisdom stalinist, intelligence snob, overbearing dexterity jock and, of course, last but not least, your charisma frat-boy-bully GM -- every campaign should have at least a couple encounters that involves individual charisma checks for each party member, right? ("...after his sixth tankard with you, however, the barbarian demands to know why you associate yourselves with a miserable, malodorous, slimy, shifty-eyed, buzz-killing, arrogant, boastful, ungenerous and uttlerly weasle-y waste of skin such as ___[low-CHA party member]__, who he eyes malevolently while shifting his grip on the now empty wine bottle from its base to its neck...")

3. And does anybody else get frustrated like I do about character generation? Over the tension between randomization and balance, on the one hand, and point buys and players getting the character class and role they want, on the other? My next campaign is going to use a 2-step process where players purchase their abilities and then turn them in to me, whereupon I'm going to adjust the stats on a party-wide basis to smooth some of the extremes and shake things up a bit ("Oh, I'm sorry, your fighter's strength got changed to 17 from 18, but, look, his charisma went from a 7 to a 14!" (if, ex poste, charisma doesn't matter so much to a character, it should be cheaper))

Okay, that's my piece, said.

Once again, kudos on the entertaining and informative guide.

~~~~ Old School Guy