I have run a PBP game here to completion. Skull & Shackles from Jun 2016 to Nov 2021. Also have several more on books 4 & 5. I've also had to close several as player engagement died. Several AP's suffer from the quality drop between the books. Players are enjoying the adventure and fully involved and then with the change in books become disinterested due to the change in pacing and playstyle. As a GM I like to keep my players moving by giving a brief summary of where they are and asking what they want to do now? It generally works to keep things moving. Along with PMing players who seem to be dropping out or lacking interest. Discussing things privately with a player often helps.
Here is the basics for Cassia Bleak, Warpriest of the Inevitable end. Cassia:
CASSIA BLEAK Female Human warpriest 1, CN medium humanoid (human) Init +1; Senses Perception +8, Aura Aura of Chaos, Languages Common, Draconic AC 16, touch 11, flat-footed 15, hp 10 (1HD) Fort +3, Ref +1, Will +5 Speed 20 ft. (4 squares) Melee cold iron heavy flail (two handed) +3 ((two handed) 1d10+3/19-20)
Base Atk +0; CMB +2; CMD 13 Special Actions Sacred Weapon, Prepared Spells Prepared Spell List
Abilities Str 14, Dex 12, Con 12, Int 13, Wis 16, Cha 13 Special Qualities Airless Touch, Aura, Aura of Chaos, Blessings, Bonus Feat, Bonus Languages, Enshrouding Darkness, Focus Weapon, Orisons, Skilled, Spontaneous Casting, Weapon and Armor Proficiency, Feats Fast Learner, Psychic Sensitivity, Weapon Focus (Heavy Flail) Skills:
Possessions cold iron heavy flail; scale mail; smoked goggles; Backpack, Common [ Waterproof Bag; Survival Kit (Common); Grooming Kit; Gear Maintenance Kit; Mess Kit; Bedroll; Winter Blanket; Hooded Lantern; Oil; ]; Waterproof Bag [ Trail Ration (x10); ]; Belt Pouch [ Sewing Needle; Soap; String (50 ft.); Flint and Steel; Fortune-Teller's Deck (Common); ]; Wrist Sheath [ Cold Iron Dagger; ]; Canteen ; Light Crossbow ;
Aura (Ex) A warpriest of a chaotic, evil, good, or lawful deity has a particularly powerful aura (as a cleric) corresponding to the deity's alignment (see detect evil). Aura of Chaos (Ex) You project a faint chaotic aura. Blessings (Su) You can call upon the power of your blessings 3 times per day. The DC for these blessings is 13 Bonus Languages A warpriest's bonus language options include Abyssal, Celestial, and Infernal. These choices are in addition to the bonus languages available to the character because of his race. Darkness Blessing Enshrouding Darkness (Su) You can touch an ally and bestow a darkness blessing. For 1 minute, the ally becomes enshrouded in shadows while in combat, granting it concealment (20%). Creatures that are normally able to see in supernatural darkness ignore this concealment. Focus Weapon At 1st level, a warpriest receives Weapon Focus as a bonus feat (he can choose any weapon, not just his deity's favored weapon). Focus Weapon (Heavy Flail) Herald of the Drowning: You believe destruction is inevitable and prepare accordingly. Gain a +1 trait bonus on saving throws against emotion effects. Once per day, when you fail a saving throw against a fear or compulsion effect, you may reroll it and take the second result. Orisons Warpriests can prepare a number of orisons, or 0-level spells, each day as noted on Table 1-14. These spells are cast as any other spell, but aren't expended when cast and can be used again. Sacred Weapon (Su) Sacred weapons (including his deities favored weapon and all weapons with Weapon Focus) can do base 1d6 damage instead of the weapons normal base damage. Enhance one weapon with divine power as a swift action, granting a +0 enhancement bonus for 1 rounds per day. These bonuses stack with any existing bonuses the weapon might have, to a maximum of +5. The weapon must have at least a +1 enhancement bonus before any other special abilities can be added. Special abilities replace an amount of bonus equal to the special ability's base cost. The warpriest can enhance a weapon with any of the following weapon special abilities: Defending, Flaming, Frost, Keen, Shock, Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you. Spontaneous Casting A good warpriest (or a neutral warpriest of a good deity) can channel stored spell energy into healing spells that he did not prepare ahead of time. The warpriest can expend any prepared spell that isn't an orison to cast any cure spell of the same spell level or lower. A cure spell is any spell with "cure" in its name. An evil warpriest (or a neutral warpriest of an evil deity) can't convert spells to cure spells, but can convert them to inflict spells. An inflict spell is any spell with "inflict" in its name. A warpriest that is neither good nor evil and whose deity is neither good nor evil chooses whether he can convert spells into either cure spells or inflict spells. Once this choice is made, it cannot be changed. This choice also determines whether the warpriest channels Void Blessing Weapon and Armor Proficiency A warpriest is proficient with all simple and martial weapons, as well as the favored weapon of his deity, and with all armor (heavy, light, and medium) and shields (except tower shields). If the warpriest worships a deity with unarmed strike as its favored weapon, the warpriest gains Improved Unarmed Strike as a bonus feat.
I've filled in most of her 20 questions, just trying to get her personality, reason for, and her role in adventuring in place. Her look: Cassia Her role in the party would be Healer/combat/pessimist.
bigrig107 wrote:
That's what I was going for. She doesn't actually worship Groetus but it does give me a good framework for a doomsayer. I see her following what she calls the inevitable End.
Smiles-a-lot wrote:
Good point, I'll look though them. Currently a Warpriest of Groetus with the Void domain. The Darkness & Void blessings. The Shadowbound corruption and the Herald of the drowning trait. A little ray of sunshine. :) Also took the Psychic sensitivity feat for the Occult unlocks. Prognostication, she tosses the bones to get readings on the future. Just don't expect good news.
bigrig107 wrote:
Ah well, I missed that as well. Currently seeing how weird I can make a Warpriest?
I have an idea for an Oracle. How would an oracle following the Dark Tapestry mystery fit the campaign? I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well. And looking at the corruptions either Hive or Possessed fit her theme.
Lapyd wrote:
Thanks for doing a candidate list. You have me in there twice. Korva Tauranor in the submissions & DBH in the other interested.
I've been is a couple of HR games, neither got past 1st level sadly. So I'm hoping for a longer run. :) stats: 1d4 ⇒ 4 Nice! Haven't seen anyone building an arcane caster yet, so I'll go for one of those. Arcanist, Sorcerer or Wizard? The number of Bards and other skill types makes me think going Sorcerer for a change could work. starting gold: 1d6 ⇒ 5 Average it is. I'll decide on a race and bloodline and have my Sorcerer up soon.
Monkeygod wrote:
Oh there is nothing sexual going on between them. What she hints and insinuates about their relationship in public though... :)
This looks interesting. I've been in one PBP of Mummy's mask that didn't get past 1st level so I'm keen to try again. I'm thinking an Investigator (Cartographer), with a level or two of Ranger to aid in surviving the wild areas he wants to map. HP: 1d8 ⇒ 3
I'll get working and have something up soon.
I've decided on a Half-orc Sanctified Rogue. Publicly a brutal thug. Secretly reporting to his church on the undercurrents happening in the Kenabres underworld. He could have been an brutal thug for real but a Priestess of Sarenrae saw the angry child and saved him from that life. Very loyal, but he does believe in redemption if possible. I need to do some more work on his backstory.
stats 1: 5d6 ⇒ (3, 2, 2, 6, 3) = 16 12 Dropped
15, 15, 12, 16, 15, 17. stats 2: 5d6 ⇒ (3, 4, 5, 3, 2) = 17 12 Dropped
16, 17, 14, 13, 18, 16. This is very workable. I'll think about it, I'm currently leaning towards either Slayer or Rogue of some form. Probably Slayer as they work closely with churchs.
EltonJ wrote:
That is the one. I thought it would fit with going into Undermountain.
This really takes me back. I played the Keep nearly 40 years ago. I'd love to experience it or a version of it again! stats: 4d6 ⇒ (6, 6, 6, 4) = 22 18
That would make an interesting character. Generally good but one major flaw somewhere. :) "I have 6 intelligence. I know what I'm doing."
Thanks for the reroll. Dex: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Con: 10 + 1d6 ⇒ 10 + (4) = 14
Wis: 14 - 1d6 ⇒ 14 - (3) = 11
Now that is very workable. Do we still get the racial adjustments? I'm think Half-elf so that's +2 to any stat. I haven't tried to play one yet so I'm looking into Investigator, dipping into Bard later if selected. Or maybe straight Bard (detective).
stats: 4d6 ⇒ (5, 6, 4, 3) = 18 Goes to 15
I believe I can make something with this. Not a bad set of rolls, takes me back to 2E days when a player of mine rolled 5 18's and a 17 in front of me. Followed up by rolling 100 for his strength. The rest of the table voted to kill him if he didn't stop giggling. :) And the starting gold: gold: 3d6 ⇒ (6, 6, 2) = 14 140gp.
Male Human Commoner
After some waffling I've come to a solution that works for me, and helps the party. When making a Cleric I generally pick a Deity with that gives the healing domain , looking through them I noticed Pharasma also gives the knowledge domain. Which means all Knowledge skills are class skills. Immediately the image of a slightly creepy, academic Cleric came to me and I started building him or her. While I tend to let the character develop as they play and get levels, sometimes you get an image of the character and they start almost fully fleshed out.
Male Human Commoner
I ran a Slayer through Giantslayer and she was absolute murder at ranged combat. Took the Rogue trapfinding at 2nd to cover traps, and after that the Ranger combat feats. If she saw you at range you were going to hurt. Another good option for 1 & 2 would be a Ranger with the Trapper archetype. The Knowledges are going to need to be filled though, I'm currently building a life Oracle who has History, Nature, Planes & Religion. No Arcana though.
Male Human Commoner
I'm in GM_Ventiine's Ruins of Azlant game. Looking at the current party I see Fighter, Sorceress, Bard & Druid. What do the current group feel would be the most helpful to them? Druid covers survival & nature. Sorceress & Bard mean Arcane & Knowledge skills are covered. Fighter covers fighting. :) If accepted I'm thinking Cleric or Shaman with Life spirit to be the main healer.
Male Human Commoner
rdknight wrote: @DBH: Hm! If you'd be bringing in a character like Jaxon that would really take care of the knowledge skill checks problem. I'd probably switch over to playing the Halfling Time Oracle instead, which is just fine with me! A halfling with time and Chaldira hijinks sounds like a hoot to play! Sounds like fun. I do like Oracles and have tried a few in my live games'. An Oracle of Dark tapestry was a lot of fun in a not-all-there kind of way. I have a love of characters with all the Knowledge skills. He's also great at Alchemy of course. With some painting to sketch suspects. :) I took the Professions Barrister & Clerk to show his background of being able to go through the paperwork for a case. A touch of cooking for those lonely nights in his tiny apartment as he works to become known as the man to call if you have a case that needs solving. :) Personality wise he's quiet & easygoing. Letting people underestimate him and convict themselves by blabbing away while he listens and watches.
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