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Hi Folks I just set up a new PBP game: Black Dow's Golden Heroes but after dotting and deleting in the Game Play Thread think I may have messed with its protocols as I can no longer post (or at least see any posts/content). I vaguely recall doing this once before and it being resolved... but any help or steer on this one is greatly appreciated :) Cheers BD
The year is 1985. The location… The United Kingdom & Commonwealth of Great Britain. Civil unrest is rife, the economic & political divide is widening as corporations clash with unions, and supernormal crime is on the rise as the authorities struggle to cope. The press and media tread an uneasy balance between popularism, sensationalism and sleaze verses in-depth reporting and meaningful news, with public opinion easily swayed. The Prime Minister has just returned to her seat at the head of the Tory Government after recovering from an assassination attempt by a Supernormal Terrorist. No longer just PM Margaret Thatcher, now she is augmented by pioneering cybernetics and truly is… The Iron Lady! However its not all bad news: The Cold War seems to be thawing, the Home Computer revolution is underway, with Amiga, Atari, and Sinclair all entering the market. Bond is back on the big screen with A View to a Kill and Duran Duran are #1! And while Tina sings "We Don’t Need Another Hero”… The UK most definitely does! And so it is that this Land of Confusion sees a new wave of so-called “superheroes” arise... Ready (and willing?) to bring justice to an unjust world! Congrats and welcome to our Golden Heroes game - Phase 2. Here we'll thrash out the backstories a little more, refine the powers and discuss overlap/power levels etc. With 7 of you I'm mulling having everyone limited to 7 Power Rolls, but we can discuss that one as a group. Best idea is to get some aliases pulled together and we can look at everyone's Powers & any WIP etc.
Oh, Superman, where are you now
So this is a thread to gauge interest on playing a rather niche Superheroes game from my halcyon days of gaming: Golden Heroes. Bit of background - Golden Heroes was published by Games Workshop back in 1984 in a time when the Warhammer juggernaut hadn’t crushed all before it. GW produced a bunch of roleplaying and board games and White Dwarf supported them admirably. As a comics fan (2000AD and 70s/80s Marvel were my escapes pre-roleplaying) I was naturally drawn to Golden Heroes, and its kept a special place in my Grognard heart ever since. Recently I’ve moved home and been dusting off long forgotten boxes of old roleplaying material, notes and games of yesteryear. Golden Heroes once again piqued my interest - given I’d barely scratched the creative surface in my storytelling some 4 decades (yikes) ago… So here we are. I’m battle tested upon these boards - I’ve had the privilege to play under some amazing GMs and alongside numerous creators and players of the highest calibre. So thought I would test the superheroic waters with an interest gauge on a Golden Heroes game (could be I’m one of a dwindling few who played it and even rated it lol). I’ve hyperlinked a copy of the Player's Rulebook in the spoiler below: Golden Heroes:
Right now I’m not looking for any character concepts (as much of the fun of GH was the randomness and creative jigsawery of building a hero). Plan would be if there’s enough interest for players to roll up a bunch of characters, see what piques the interest then take it from there. The game would be set in the 1980s and in the UK. Hometown will either be London or Granite City (a comic book version of my hometown of Aberdeen, Scotland). Leaning toward the latter as Aberdeen is a oil city so attracted workers and families from across the globe. Americans and Commonwealth personnel were (and still are) a familiar sight in the city. Will give any prospective players plenty of rationale to why they are in the UK (homegrown or otherwise). Am envisaging the game to have a real Bronze Age feel - we’re not in Dark Knight or Watchmen or Antiheroics (…yet…) but it’ll have some dark veins of storytelling as we will be playing in a Cold War world where civil and social unrest prevalent in British society (jeez could be 2025..! however I digress) I have all the published scenarios - both GH and from White Dwarf and have earmarked some 80s Champions adventures to convert also. More than enough for a full blown campaign. If I get enough interest I’ll either run a full blown recruitment or turn this thread into one. Am curious to see if there’s any appetite for this at all to start with at all tho’ - could easily be a dud lol. If you’re still with me then please indulge me in the following: Have a read of the Wiki and Player’s Rulebook if your not familiar (or reacquaint yourself if its been a while) Feel free to ask any questions regards the rules and aspects of the game.
Your character will start with 2d6 (halved) +4 Power Rolls. You can use these power rolls in 1 of 4 ways:
So depending on your first batch of rolls you will get an idea on who or what you might end up with. In the true spirit of the game, typically discarded concepts become supervillains for us to use :) Like I said at the outset this is really an interest gauger - I’ve no set idea on number of players… (as I might get none!) - but if I have one it’ll be a solo game… any more it'll be a dynamic duo, terrific trio or fantastic foursome, 5+ will be simple Excelsior! Cheers BD
Hey Folks I started a campaign and put up a placeholder post in the gameplay thread just to get things started, and then deleted said placeholder post which has now caused the gameplay thread to essentially "disappear"... Checked the site and now understand that this totally noodles the system - my bad, so needing one of you helpful tech goblins to assist me in getting the campaign live again if possible... NIGHT BELOW - Black Dow's C&C Underdark Campaign Thanks in advance BD
"Reaching an Inn after dark is the difference between life and death! Plain an' simple..." - Roadwarden, Otto Trevestein "My lad I shan't tell you not to go gallivanting off to the Empire seeking brave adventure... No far from it... However my only advice would be to always seek out an inn rather than camping the forest. Inns are warm and safe... and ensure your bloody companions will not badger you into thinking it is your duty to cook for them!" - Retired Halfling Adventurer, Golo Shandymug "I spent 'alf a day travelling a paltry six miles! I 'ad to personally push my coach on three separate occasions because ze road was so rutted zhat ze wheels kept getting stuck! My coat has been ruined an' my favourite wig was lost in a puddelle ze size of my own grande bath! After all of zhis out pops some boiled faced peasant who informs me I am to be sharged 10 crowns for "road maintenance"! Zut alors! Ez it any wonder I set my man upon 'im eh!?" - Visiting Brettonian Noble, Gaultier de Belloy
Hey Folks This PBP Game is no longer active - GM ghosted on us. Could you please deactivate the game for us. Cheers BD
Hey There Could the following PBP Thread Starfinder: On Blade's Edge be shifted to Inactive please? I dropped out just before GM ghosted and its still showing as active campaign in my (and presumably the other players) Online Campaigns Cheers in advance BD
Just wondering if/when we could expect a drop of new avatar images? There's been a tonne of Starfinder, PF2 and legacy PF1 art that's not appeared and by my reckoning its been a couple of years since the last big drop of art. Appreciate other stuff takes priority, but for the pbp community they are like mana from the gods. Even an ETA on when we some new images could be bestowed would go a long way :) Thanks ahead of time BD
Hi Guys I'll direct you to a post that just appeared in a recruitment thread of a PBP I'm in: FInal Post - game is underway and the post itself is a word snatch from an earlier post from one of our group. Spliced hyperlinks to stuff I have no intention on clicking mixed throughout. I'm a tech neanderthal so have no notion of what's gone on, other than it looks suspect. Its the only game I'm in that I've noticed it crop up in - but thought it prudent to both flag and cross reference here. Cheers BD
Hey All Not sure if this is the right section of the website for this - so please reassign to the correct venue if not... Sadly I've been involved in two games here on the boards where unfortunately players involved passed away. Those we lost were: Nick Goodner (aka Thestrongangel) two years ago, and JustinLWarren only last month. While the games themselves (and others they were involved in) mourned and offered thoughts, prayers and memories of the two gentlemen taken far too soon, I was struck by the notion that this is a fact of life - people do pass, suddenly and shockingly and (sadly) it has likely occurred many times to our online and wider community. What also stuck me is there was no Paizo-centric thread or section of the website devoted to these sad announcements, or sharing creative memories of those members of the Paizo community we have lost. Apologies if this has been broached previously - nothing I searched for flagged up (save threads set up in the memory of specific individuals by fellow players/GMs etc). The announcement of the passing of both above players took me by surprise, and Justin's really shook me to the core, making me reflect on my own life and mortality. From my perspective these are individuals who built uniquely creative events in the games we shared - humour, excitement, pathos and above all else enjoyment. Just wonder if an "official" corner of the boards to remember these co-creators and fallen friends would have merit? Cheers BD/Gary
Hey Folks Set up a new Starfinder pbp game and did some renaming of the campaign. Activated the OOC thread for character development (its a closed recruitment) and gameplay thread to allow dotting and deleting. One of my players flagged up that they tried to post in the gameplay thread and the post got eaten. Tried it as well and getting no preview and no visible post. Could someone have a look and see what the issue/possible fix is? Gameplay thread: GM-BD’s ΘF DISTΔNT STΔRS & DEΔD SUNS - Δ STΔRFINDER ΔDVENTURE PΔTH
Right here’s the OOC thread for my forthcoming PBP take on the Dead Suns AP. Game launch will likely be toward mid September, so we have plenty of time to prep characters and digest the rules. For the meantime we’ll utilise this thread to discuss character creation, concepts, backgrounds and the AP itself. From my pov I’ve always been a fan of sci-fi as much as fantasy, both in terms of gaming and as a broader genre. 2000AD and Starlord were my weekly fare for decades with strips like Judge Dredd, The VCs, Nemesis the Warlock, Strontium Dog and Ace Trucking & Co shaping my imagination for decades. Traveller, SpaceMaster, Shadowrun & Judge Dredd RPG were all staples of my halcyon days rolling the bones. Dune is, to me, the zenith of sci-fi writing, but I’ve been inspired by Neuromancer and Ready Player One to name but two. Everything from Space 1999 through to Firefly and The Expanse have ticked my box on the box, and movies like Blade Runner, Outland and Alien(s) to the more recent Rogue One, Dredd and Guardians of the Galaxy have all driven this decision to run Dead Suns. While I can’t say if this game will be my typical grimdark[star] fare yet - I will be striving to make the feel of the game come alive. From post styles, to use of languages to maps et al… I’m aiming to give the setting a futuristic feel and vibe. There’s already been some verbal interest given from my freebooting shipmates; Mark ▸ Ysoki Mechanic
Won't hold you to the above concepts folks as I know reading into SF and the plethora of other sources might throw up some new inspiration. Had a party of 5-6 in mind so we're pretty much there [you guys will get first refusal for the game] and I'll up-recruit from other games I'm in. CHARACTER CREATION▸
Classes▸ All classes from the Core StarFinder rules. This game will not be a mass bug-hunt, so character roles covering all types will be highly desirable. You will ultimately get access to ship[s] as the AP develops, but those can be covered and developed upon as you see fit. Races▸ Core races only please. Appreciate dropping the legacy races into the mix would be fun, but with a tonne of new racial options and flavours I’d prefer to go with the new over the familiar. Starting Level▸ 1st. Ability Scores▸ Standard 10 point buy. Flaws are allowed [HouseRule #1: For every 2 points you drop in one ability, you may raise another by 1] Feats▸ Core. Languages▸ All characters start off with Common, Racial Tongue and Planetary Language regardless of any additional from INT or Skill picks. Fair warning here I’ve been looking at some of the more colourful and odd language options in Google translate. Some of these may well be attributed to Pact World tongues [but I’m open to discussion on which - would we agreed on a default for Akitonian or Vesk than me imposing it]. Alignment▸ No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol. Starting Credits▸ 1000CR Background▸ The Adventure Path starts on Absalom Station - which is the massive space station that is the epicentre of the Pact Worlds, and now system’s primary home of humanity. The PCs have come to Absalom Station for any number of reasons, but they should have a connection of some kind [be it professional/personal/vague/familiar/convenient/desperate] with a Dwarven Starfinder named Duravor Kreel. Through data transmissions you have arranged to meet Duravor on Absalom Station (Docking Bay 94) where he has promised to show you round the station, assist in your assimilation to your new home and hopefully recruit you to the Starfinder Society…
Some flavour by Mr Kipling... draw from it what you will... ;) The King's Pilgrimage - Kipling (1922) Our King went forth on pilgrimage
And there was little show of pride,
And the first land he found, it was shoal and banky ground -
And there was neither gull on the wing,
All that they had they gave - they gave; and they shall not return,
And the next land he found, it was low and hollow ground -
And there was neither blade of grass,
And the next land be found, it was bare and hilly round -
there was neither paved highway,
Father and mother they put aside, and the nearer love also -
And the last land he found, it was fair and level ground
And there was grass and the living trees,
'Twixt Nieuport sands and the eastward lands where the Four Red Rivers spring,
All that they had they gave - they gave -
KRALJOTVORAC ACT 1: SKROMNI POČECI (HUMBLE BEGINNINGS) 1st Calistril, 4713 AR In contrast to the bleak late winter that hangs, pall-like o’er the nation of Brevoy, the meeting chamber deep within the Lord Mayor of Restov’s mansion is warm and opulent. Tapestries drape the walls, their stories of the Rostland region’s history retold in rich colour and thread. In the corner a fire glows bright, its heat providing welcome warmth to bones and spirits, while torch light makes shadow’s dance to a flickering jig. Underfoot the room’s lacquered timber floor bears detailed carvings of beasts and fey, each hallmarks of Brevic craftsmanship and tradition. A finely wrought oaken desk finishes the room; each of its four stout legs a carved vista of snapping wolves chasing dancing fey. Atop its surface sit five pewter drinking mugs, each steaming in the room’s low light. Their unmistakeable bouquet confirms their content as Grzaniec – a potent mulled wine of Restov. A calm subtle voice cuts through the eve’s silence; “Please, please do not stand on ceremony my friends... drink... drink... Let the grzaniec warm your bones.” Leaning forward into the lamplight reveals the owner of the rich, crisp voice as a woman, lean and angular; perhaps some thirty winters old. Her night black hair frames a face noteworthy for the two pale scars that run from lip to crown; mementos to her martial profession. You notice she is dressed in fine russet robes of imported Tian silk and wears a fine cloak of ermine; all declarations of her status. At her hip sits an icon of Brevic culture; the signature razor edged duelling blade of the famed Aldori Swordlords. Idly the woman plays with a silvered letter opener; a miniature doppelganger of the sword she wears, as her eyes scrutinize each of you in deliberate measurement. Whether her gaze is one of the experienced soldier weighing up new recruits, or that a Katapeshie lioness weighing up its next meal you cannot yet distinguish... Nodding as if the solution to a silent question had revealed itself, she finally speaks: “Dobrý...Good... Anando seems to have picked adeptly for this particular endeavour we all embark upon.” Her eyes glance to the leather journal open before her; the self-same journal in which the aforementioned Halfling scrivener “Anando” had judiciously noted names, professions and finer particulars during your initial selection regarding the venture. A venture that many had answered when Restov’s petition requesting “Privateers and Pioneers of a discerning nature, who seek expansionist profit and intrepid adventure” had been first issued to guilds, churches, taverns and upon placards. Yet now only you five stand... “Ladies and Gentlemen, for those of you who do not know me - I am Swordlord Jasna Aldori, and will act today on behalf of my blade brethren and of course the City of Restov’s Lord Mayor Sellumius, to whom we all owe a debt for the warm hospitality on this cold winter eve”. Those of you familiar with the nation’s language note the woman’s first name. In Old Brevic “Jasna” meant “clear or sharp”, an apt forename for a Swordlord; men and woman renowned throughout the Inner Sea for their duelling prowess in both the political arena and upon the battlefield. “To business then, let us see what our astute Anando made of you all...”
Here’s the OOC/placeholder thread for all would be adventurer’s in my Kingmaker Adventure Path PBP. Game will be looking to begin in say a couple of weeks [want plenty of time to prep characters and intro scenes]. For the time being we’ll use this to discuss character creation, backgrounds and the upcoming game itself. As this is an AP I'm hoping it'll run slightly quicker than my Iobarian Saga game, but I'll be flexible to the party's needs. Most of you know me as a player, so know what to expect in terms of style etc. I enjoy roleplaying as well as roll-playing, so please indulge yourselves when we get underway and don’t take myself too seriously. That being said my version of Kingmaker will be at times be pretty grim, as befits the land you’ll be travelling to. I’m drawing from Old Slavic and fey materials and mythos and also Tales of Old Malgreve sourcebook. Recap of those interested in answering Restov's call: Mark Sweetman: ????????
Have a party of 4-5 in mind, and currently no-one is nailed down to any classes or concepts #hence the ?#. May open a recruitment thread if needbe, but if any of you know of players in other pbp looking for a game and have had good experiences with then please direct them here. CHARACTER CREATION Okay now onto the nitty-gritty [most of this is under my DM Black Dow profile, but I’ll reprint for ease of reference]: Classes: All classes/archetypes from Paizo sources.*/** * Ninja & Samurai will need a great validation/background before I let them in; it’s not that I’m not a fan – just don’t them fitting into this AP too well. ** Gunslingers... Am torn here. Not typically a fan, but the "frontier" nature of the class and the prospect of "cold iron bullers" may make me a believer lol### #b#Races#/b#: Core ideally, but any fey/slavic flavoured would be considered# #b#Starting Level#/b#: 1st #b#Ability Scores#/b#: 20 point buy# #b#Feats#/b#: Paizo materials are sound# Other sources must be approved by me# #b#Traits#/b#: 3 traits #one of which must be a Campaign Trait - see below, other sources as above## Please ensure the Campaign Trait selected is reflected in/of your character's background# As with my Iobarian Saga I'll be awarding traits as part of advancement rewards #although unlike the Saga will choose those that fit individual characters particular in-game achievements## Languages: All characters start off with Common and regional language. Experience Track: Standard. Hit Points: Max at first level, rolled or class average [PC choice] from their-on in. Alignment: No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol. Starting Gold: Maximum for class. Background: For those of you familiar with Kingmaker AP, you will probably begin the AP in Brevoy as prospective trailblazers selected to forge a realm in the wild uncharted area of the River Kingdoms. Consider a rationale why your character answered the call or was indentured into the venture #by guild, parent, punishment for crime, political alliance, divine inspiration - whatever#. Part of the introduction will be the roleplay of the final stage of the selection process, so also give me a short self-summary that your character would have given describing their skills, background, heritage #whatever they would provide#; can be as succinct or verbose as your character would wish :)
Wee question regards pbp generally and my game specifically... One of my players (Marcus Mayes/Drayen) has recently re-joined my Iobarian Saga pbp game. However his character Dísa Valbjörndóttir is not showing up as an active character... Will this naturally happen after a number of posts or do you guys have a fix for us? Cheers BD
Alright folks, Am currently running a pbp set in Iobaria which is my Pathfinderised version of TSR's classic UK 2 & 3 series The Sentinel & The Gauntlet rebadged as northern saga. The game has peppered swathes of Olde English/Dark Ages feel both in terms of language and setting. Its my first as a DM and a love-letter to the classic adventures of my youth and the legends and tales of the Norse and British Isles. The party were recruited (pressed into service) from other games I'm lucky enough to be part of here on the boards. Currently we have a dwarven (dweorg) priest and human alchemist, barbarian, ranger and fighter. Would really like a rogue or bard to fill out the ranks and join this saga... Here's the link to the Campaign Info to give anyone interested a feel of what the games about. From there check out the game play for an idea of how I GM and how the rest of the group play. Pretty open to concepts and ideas. Start at 3rd level. As its a Dark Ages style campaign, I'm keeping the black powder out of the snowy tundra :) Queries, Questions and Characters welcome...
Wealday 10th Lamashan (Late Autumn)
Weather Conditions: Deep lake haar punctuated with light sleet The spectral glow from the numerous fishoil lamps does little to ease the eerie feel of Kustnir. And their stink does little to endear you further to this isolated place… This small Iobarian fishing village, perched on the bank of the Lake of Mist & Dreams, is home to around 90 souls. Though the thick lake haar, and graveyard silence makes you wonder if that the number is wholly accurate… Barring those villagers who greeted you at the gate or who now sit, morose in their cups within the drinking lodge of The Kelpie’s Net, there has been scant signs of life. Or indeed of death… as the murderous curse the village has apparently endured has also failed to materialise since your arrival. You have of course seen little of the village since arriving, having been hastily installed in The Net as the village council argue the best course of action. Klenna Fiscsdohtor, the eolder’s daughter has checked on you once or twice, but for the main you’ve sat and waited for a decision and to be formally received in the longhouse. Until this eve. The council have made a decision and on the morrow you will be petitioned by the eolder Pater Fisc on behalf of the beleaguered village. For what purpose or reason remains unclear… as muttered gossip and rumour clouds the place more than the haar that enshrouds the place. The Kelpie’s Net is one of the few stone buildings in the village. Most fisherfolk live in single storey wooden dwellings with turf roofs. A few of the buildings (including the village longhouse and the drinking lodge) have stone walls with blackened thatch roofs. The Net offers food and drink, but scant else in terms of hospitality. The cots at the far end of the building are wooden stuffed with straw, whilst the longtables host but a sprinkle of locals. The lodge is run by Wym Wínmann, a short, rotund man rumoured to have hin blood. Wym appreciates the custom, but like all those in Kustnir is as wary of outlanders as they are their own shadows. As you enter he hails you in thick Auld Iobarian; ”Welcome… welcome to our gisthus. I shall be over presently with æfengiefl and drinc. Please sit and talk. Aye talk… Would be nice to hear men talk for a change…” Okay , Kelpie’s Net, yourselves and 4 villagers (including Wym). The eolder will see you in the morning, so use the eve/night to meet, greet, RP… Game on :) Haar = mist/fog
Okay as promised here’s the OOC thread for all would be adventurer’s in my Iobarian Saga (UK2/3: Sentinel & Gauntlet PFRPG Conversion)PBP. Game will be looking to begin late August [want plenty of time to prep characters and digest UC/Inner Sea Magic]. For the time being we’ll use this to discuss character creation, backgrounds and the upcoming game itself. This is my first time GM’ing a pbp, so they’ll no doubt be a feeling out process as we kick off. I’m a pretty regular poster as well so will hopefully keep the game ticking over nicely too. Most of you know me as a player, so know what to expect in terms of style etc. I enjoy roleplaying as well as roll-playing, so please indulge yourselves when we get underway and don’t take myself too seriously [see Kaul’s exploits for an example ;)]. That being said the Iobarian Saga will be at times be pretty grim, as befits the land you’ll be travelling to. I’m drawing from Beowulf, Old Slavic, Old Norse and Old English mythos, horror and languages to create a feel of Iobaria as a place with an old, cold legacy. This has been a labour of love for me for some time – finally coming to fruition, but I’m not going to be precious about it – if there’s something you don’t like or want me to address feel free to comment. Know there are at least two of you who are running pbp games, so all input is much appreciated [with that in mind any advice on combat map generation will be most welcome]. Recap of those interested in writing their names into this Saga: Mark Sweetman: Ulfen Berserker?
Won't hold you to the above concepts folks as I know UC & other sources might throw up some new inspiration. Had a party of 5-6 in mind so we're pretty much there [you guys will get first refusal for the game]. May open a recruitment thread if needbe, but if any of you know of players in other pbp looking for a game and have had good experiences with then please direct them here. Character Creation Okay now onto the nitty-gritty [most of this is under my DM Black Dow profile, but I’ll reprint for ease of reference]: Classes: All classes/archetypes from Core, APG, UM, Inner Sea World Guide, UC* & Inner Sea Magic. The only party proviso is that it would be hugely beneficial (hint-hint) to have an arcane spell-caster in the group. * Gunslingers, Ninja & Samurai will need a great validation/background before I let them in; it’s not that I’m not a fan – just don’t them fitting into this mini-campaign too well. Races: Standard only please. Starting Level: 1st [may bump to 2nd, but I’ll let you know as I fine tune the adventure, for time being presume 1st] Ability Scores: 20 point buy. Feats: Core, APG, UM, UC, ISMagic & ISWG. Other sources must be approved by me. Traits: 2 traits [one of which must be a Campaign Trait - see below,other sources as above]. May well be awarding traits as part of advancement rewards [will choose those that fit characters particular in-game achievements]. Iobarian Saga Campaign Traits:
Campaign Traits These character background traits for the Iobarian Saga campaign are available at first level and seek to add an Iobarian flavour to the characters involved: 1. Comfortably Numb
Comfortably Numb: You have grown up in the harsh cold lands of the north and barely notice the chill of winter. Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of cold environments. You also acquire energy resistance 1 against cold.
Conqueror’s Heart: The barbarians of Old Iobaria were renowned expansionists and subjugators. Their spirit still runs strong in your veins, granting in you a lust for battle and an air of intimidation. Benefit: You gain a +2 bonus to Initiative when you personally instigate combat. Combat started by an ally does not count. You also gain a +1 bonus to Intimidate checks and Intimidate is always a class skill for you.
Friend o’ Nomen: The centaurs of the Noman Hills recognise you as an ally and you are familiar with their ways and traditions. In addition you share their affinity with horses. Benefit: You gain a +2 trait bonus on Diplomacy checks when dealing with centaurs. Ride is always a class skill to you and in the event that Ride is already a class skill you then receive a +1 trait bonus to Ride checks.
Hearth Wisdom: In the cold winter evenings your people would gather round the hearth to recount the tales and myths of Old Iobaria. These sagas fired your imagination and spirit of adventure, and continue to drive you to this day. Benefit: You gain a +1 trait bonus to any two of Knowledge (History), Knowledge (Nature) and Knowledge (Religion). The two chosen skills are always class skills to you.
Ken of the Kodlok: You possess a supernatural or scholarly understanding into what the Iobarian people call the Kodlok; humanlike creatures that possess animalistic qualities. Your proficient insight relates to both their behaviour and ecology. Benefit: You gain a +2 bonus to Initiative, Knowledge (Nature) and Sense Motive checks with regards to any creatures of the Monstrous Humanoid type.
Kodlak-blōd: Someone in your distant family tree was a lycanthrope or an animalistic shape-shifter and you still carry their legacy in your veins. Benefit: Animals have a strange reticence when they attack you, and as a result suffer a -2 penalty on all attack rolls made against you. If you have the wild empathy ability you receive a +1 trait bonus to any wild empathy checks.
Lochfolk of Lodovka: Your kin has made a living off the Lake of Mist and Veil’s coasts since before Brevoy existed. Your family’s apt motto is “The Waters, Our Fields”. Benefit: You gain a +1 trait bonus to Profession (Fisherman), Survival and Swim checks. Swim is always treated as a class skill for you.
Proud & Free: You are a descendent of the free folk who populate much of Iobaria’s hinterlands and you share their fierce and stubborn spirit of independence. Benefit: Pride for your lineage fortifies your mind and soul. You gain a +1 morale bonus on attempts to intimidate you, saving throws against fear and mind affecting powers, spells and effects.
Survival of the Fittest: One of your ancestors was a survivor of the last great plague that swept Iobaria. Like them you are especially resistant to diseases, but are cautious when dealing with creatures that can spread sickness and pestilence. Benefit: You gain a +4 trait bonus on all saving throws made to resist the effects of disease.
Touch of Frost: The cold fey of the North infused some of their essence into one of your forebear’s centuries past, but you still carry their boon, albeit now greatly diminished. Benefit: You may cast the 0-level spell Ray of Frost once per day as a spell-like ability. This ability is cast at your highest arcane caster level gained; if you have no caster level, it functions at CL: 1st. The frost spell-like ability’s save DC is Charisma-based. Additionally any cold based damage you deliver by spell or spell like abilities does bonus +1 damage.
Languages: All characters start off with Common and regional language. Auld Iobarian [a blend of Skald, Sylvan & Hallit] is also an optional regional tongue. Experience Track: TBC, will be either Standard or Fast. Hit Points: Max at first level, rolled or class average [PC choice] from their-on in. Alignment: No Evil cheers. You’re heroes, albeit potentially hard-bitten ones lol. Starting Gold: Maximum for class. If we’re starting @ 2nd level you’ll get a bonus cache to reflect your experience. Background: For those of you familiar with Kingmaker AP, you will probably begin the Saga in Brevoy as a group not selected to forge a realm in the wild Stolen Lands of the River Kingdoms. However another opportunity to slake your wanderlust will soon present itself ;) If you’re not I’ll provide an overview here to aid character background. Missed anything? Let me know :)
Hi Cos You might remember me posting around Thanksgiving that my discount wasn't kicking in when I order something. You advised me that it wasn't a Thanksgiving glitch, and if I ordered something and it didn't apply to give you heads up... well... Ordered the pdf for Cities supplement [thought it would be a good tester] - and no discount kicked in... Hoping this can fixed [not just for this order but future ones too :)] Cheers
Hi Guys Just received my print copy of Pathfinder #11—Curse of the Crimson Throne Chapter 5: "Skeletons of Scarwall", but with an added bonus: a copy of Pathfinder Module LB1: Tower of the Last Baron :) I already have got a copy of said module from a previous order, and as excellent as it is, it just wouldn't be honest to hang onto it...
Figured you guys have been nothing but exemplar with me - so as a loyal piazite i thought it important to do the same and flag this "honest mistake" up. What do you want me to do - send it back in the robust cardboard envelope that it came in? Don't mind paying postage - tis no biggie... Gary
Just noticed that we're moving into Hook Mountain Massacre for the PF minis range - and we got ogres and plenty of em... Based on the other minis i know they're gonna look great, but wonder when we might see pics? Anyone got any links to greens, concept art etc [outwith the interior art in Hook Mountain] I for one can't wait to order these brutes, although the omission of a Mammy Graul diorama is disturbingly disappointing ;)
It didn't fit through the letterbox due to the quality standard of card envelope you guys sent it out in [which was excellent by the way] I had to pick it up from my post office 48 hrs later [which is a 40 minute round trip on my way to work] Any chance you can put a "if occupant not in delivery address, please leave by door or with neighbour" instruction or disclaimer on the envelope - or am I just gonna have to put a note to that effect on my door? Tis ok if you can't do this - will adapt, but thought I'd ask anyways. Great service though - very impressed folks! Cheers
So the first time I check on open recruitment posts in something like a year, and yours is at the top of the list. Feels like a sign. And you know I'm down for any theme if you get this up and running. I'm trying to get some of my IRL friends to start up a standard pbp but it doesn't seem like it's going anywhere, and I need something to scratch that itch.
AC 57, Touch 51, FF 56 | Fort +47 Ref +52 Will +29 | 20ER vs Force, 10ER vs acid/elec, 10ER vs cold while raging | Wounds: 217; Vigor: 325 | Init +26 (+2 in forest) (GO FIRST) | Senses See in Darkness, See Invisibility/Auras; Perc +15 (+2 forest, +2 vs Surprise) | Speed 115ft Fly (Perfect); Dimension Door CL7 at-will (in shadows) | Melee +32(P)/+30(S) (+2 on tails ABP) (favored enemies: undead+4, humanoid+2) (incorporeal touch); Range: 5ft + 5ft (Lunge) = 10ft - (P)Bite 1d6(STR)+23+2+1 +30(SA, dispelling)+1d6(force) (P)Claw x2 1d6(STR)+23+2+1+3+30(SA, dispelling)+1d6(force) (S)Tailx9 1d6(STR)+23+2+1+3+30(SA, dispelling)+1d6(force); Warp Touch (20/day, DC31) | 20ft reduced light level 1 step
Sebecloki wrote: "Perhaps, and perhaps not. What kind of assistance do you seek?" The Unfettered Prince had already covered this but Brother Ismin seems to have gotten sidetracked by the knowledge of the Lattimor just on the other side of the river so Kiyoshi reiterates the situation to keep things clear, "The deal we made with the Lattimor is to return to my own home world and retrieve the ship the Cigar Thane used to reach Perelande in the first place. If we can make our way to Qi, then catch a flight to the moon, I will be able to take us to the last known location of the ship, and then, if it's still there, return it to the Lattimor, easing the tensions between them and you, and possibly get their assistance in reaching the Spire. Or if not their assistance, then their neutrality towards that end. Currently they will make every effort to prevent us reaching the Spire on behalf of the Spinner. So the short of it is that we need the easiest way to find a ship to - and a map of - Qi, as well as supplies for a decently long journey away from this planet."
AC 57, Touch 51, FF 56 | Fort +47 Ref +52 Will +29 | 20ER vs Force, 10ER vs acid/elec, 10ER vs cold while raging | Wounds: 217; Vigor: 325 | Init +26 (+2 in forest) (GO FIRST) | Senses See in Darkness, See Invisibility/Auras; Perc +15 (+2 forest, +2 vs Surprise) | Speed 115ft Fly (Perfect); Dimension Door CL7 at-will (in shadows) | Melee +32(P)/+30(S) (+2 on tails ABP) (favored enemies: undead+4, humanoid+2) (incorporeal touch); Range: 5ft + 5ft (Lunge) = 10ft - (P)Bite 1d6(STR)+23+2+1 +30(SA, dispelling)+1d6(force) (P)Claw x2 1d6(STR)+23+2+1+3+30(SA, dispelling)+1d6(force) (S)Tailx9 1d6(STR)+23+2+1+3+30(SA, dispelling)+1d6(force); Warp Touch (20/day, DC31) | 20ft reduced light level 1 step
I am not casting those spells yet. That was just so that there's some sort of acknowledged signal for the most likely scenarios (safe vs danger/need help). Kiyoshi glides through the earth in a back-and-forth pattern within the embankment, using his sense as an incorporeal creature to identify how many creatures are using the area for their purposes. Once he has identified their locations, he'll move a short distance away and poke his head out for a second or two - just long enough to confirm a headcount and look for any better hiding spots that he can use to try to eavesdrop on the group. If there is a spot I can use to eavesdrop, Perception to do so to try to identify what they're up to: 1d20 + 15 ⇒ (18) + 15 = 33
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer lets Iko's hand go with an easy grin indicating that the show was all in good fun, but Dymer doesn't get a chance to respond to any of Iko's statements before he starts singing, and Dymer is entranced from the get-go. Will vs DC25 or Fascinated: 1d20 + 11 - 3 ⇒ (12) + 11 - 3 = 20
Dymer feels each of the bard's effects wash over him, but he can't seem to muster the energy to respond in any meaningful way. At least until the last couple of verses, when Iko gets his first real reaction, a mere raising of Dymer's eyebrows and the slightest shudder creeping up Dymer's spine. And then the song ends, and Dymer - his eyes already drooping as sleep comes - forces himself to look at the doctor to say, "I like him. He's fun." followed swiftly in the silence after Iko's performance, the rest of the tavern hears Dymer's head hit the table with a loud thunk immediately succeeded by soft snoring.
HP99 | AC25, T19, FF19 | F13, R17, W11; +4 and one size larger vs Wind | CMB +12 (+2 vs grapple), CMD 26 (+2 vs grapple) | Init +18 | Senses See In Darkness; Senses Perception +17 (+23 in dim light or darkness) Speed 40 ft. (70 ft. with at-will Expeditious Retreat), climb 20 ft. ----Melee rapier +14/+9 (1d4+5/18-20 plus 4d6 sneak attack) or unarmed strike +14/+9 (1d2+5 plus 4d6 sneak attack) ----Ranged +2 bomb 40' +18/+13 (6d6+14 fire plus 4d6 sneak attack); 20/day; Bomb discoveries: Explosive, Glitter, Laughing Gas, Smoke, Immolation, Thorny [+18/+13 (6d6+11 piercing plus 4d6 sneak attack)]
Dymer scoffs at the apparently-highborn woman and eyes over her minions, "Not all games involving dice are games of chance, sweet cheeks. You can learn a lot about a person from a game of Liar's Dice. But, suit yourself."
HP: 304/304 | Grit: 6, Ki: 6 | Resist: Negative/Positive Energy 10 | DR: 5/magic | AC: 38; T: 25; FF: 23 | Fort: +24; Ref: +27; Will: +22 | CMB: +25; CMD: 50 | Init: 49 | Perc: +36 | Speed: 30ft ||| Important Abilities: Deathless | Prescience 7/day | Evasion, Uncanny Dodge, Improved Uncanny Dodge | Expert Sniper, Stealthy Sniper, Master Sniper, Precise Shot | Fast Stealth, Hellcat Stealth | Sneaking Critical, Sneaking Precision | Rapid Reload | Temp bonus: Impen. Veil post#1801
combat:
White Feather: - Rapid Sneak Attacks: +28, +28, +23, +18, +13 (+4vsCrit) // 1d10+27/19-20x4(+11d6+20) | Ammos: Anti-Undead/Demon/Fey: (+3/+3/+1ammo) (Bane +2/+2/+2 +2d6 vs Undead/Demon/Fey) (+2d6vsEvil/Evil/Chaotic) Voice of Awesomeness wrote:
That's what I figured, but with all the craziness going on already, I figured I'd bring it up just in case. Thanks for clarifying!
HP: 304/304 | Grit: 6, Ki: 6 | Resist: Negative/Positive Energy 10 | DR: 5/magic | AC: 38; T: 25; FF: 23 | Fort: +24; Ref: +27; Will: +22 | CMB: +25; CMD: 50 | Init: 49 | Perc: +36 | Speed: 30ft ||| Important Abilities: Deathless | Prescience 7/day | Evasion, Uncanny Dodge, Improved Uncanny Dodge | Expert Sniper, Stealthy Sniper, Master Sniper, Precise Shot | Fast Stealth, Hellcat Stealth | Sneaking Critical, Sneaking Precision | Rapid Reload | Temp bonus: Impen. Veil post#1801
combat:
White Feather: - Rapid Sneak Attacks: +28, +28, +23, +18, +13 (+4vsCrit) // 1d10+27/19-20x4(+11d6+20) | Ammos: Anti-Undead/Demon/Fey: (+3/+3/+1ammo) (Bane +2/+2/+2 +2d6 vs Undead/Demon/Fey) (+2d6vsEvil/Evil/Chaotic) Yasss Queen wrote: Sorry, it hasn't been established in gameplay, only in my head, though I think I might have mentioned it in the discussion thread at some point but maybe that was a PM. You haven't missed anything in game. No worries then. I'll let the levels accumulate until we figure out in game that even if we don't have time, we can make time to go do things.
HP: 304/304 | Grit: 6, Ki: 6 | Resist: Negative/Positive Energy 10 | DR: 5/magic | AC: 38; T: 25; FF: 23 | Fort: +24; Ref: +27; Will: +22 | CMB: +25; CMD: 50 | Init: 49 | Perc: +36 | Speed: 30ft ||| Important Abilities: Deathless | Prescience 7/day | Evasion, Uncanny Dodge, Improved Uncanny Dodge | Expert Sniper, Stealthy Sniper, Master Sniper, Precise Shot | Fast Stealth, Hellcat Stealth | Sneaking Critical, Sneaking Precision | Rapid Reload | Temp bonus: Impen. Veil post#1801
combat:
White Feather: - Rapid Sneak Attacks: +28, +28, +23, +18, +13 (+4vsCrit) // 1d10+27/19-20x4(+11d6+20) | Ammos: Anti-Undead/Demon/Fey: (+3/+3/+1ammo) (Bane +2/+2/+2 +2d6 vs Undead/Demon/Fey) (+2d6vsEvil/Evil/Chaotic) Yasss Queen wrote:
Have fun!
HP: 304/304 | Grit: 6, Ki: 6 | Resist: Negative/Positive Energy 10 | DR: 5/magic | AC: 38; T: 25; FF: 23 | Fort: +24; Ref: +27; Will: +22 | CMB: +25; CMD: 50 | Init: 49 | Perc: +36 | Speed: 30ft ||| Important Abilities: Deathless | Prescience 7/day | Evasion, Uncanny Dodge, Improved Uncanny Dodge | Expert Sniper, Stealthy Sniper, Master Sniper, Precise Shot | Fast Stealth, Hellcat Stealth | Sneaking Critical, Sneaking Precision | Rapid Reload | Temp bonus: Impen. Veil post#1801
combat:
White Feather: - Rapid Sneak Attacks: +28, +28, +23, +18, +13 (+4vsCrit) // 1d10+27/19-20x4(+11d6+20) | Ammos: Anti-Undead/Demon/Fey: (+3/+3/+1ammo) (Bane +2/+2/+2 +2d6 vs Undead/Demon/Fey) (+2d6vsEvil/Evil/Chaotic) Hey all. I know it has been a couple of months but I just wanted to hop in and apologize for up and abandoning the campaigns I was in. I had a 48-hour notice that I was leaving the country for my job (which wasn't even supposed to be an option but we had an emergency come up in the form of another guy having to come home and I was the only one who COULD leave on short notice) and literally haven't had public internet until now (I returned home on Friday). I'm not in here trying to get my spot back or anything like that, I just wanted to apologize and hope it didn't cause you guys any issues with the campaign.
HP: 304/304 | Grit: 6, Ki: 6 | Resist: Negative/Positive Energy 10 | DR: 5/magic | AC: 38; T: 25; FF: 23 | Fort: +24; Ref: +27; Will: +22 | CMB: +25; CMD: 50 | Init: 49 | Perc: +36 | Speed: 30ft ||| Important Abilities: Deathless | Prescience 7/day | Evasion, Uncanny Dodge, Improved Uncanny Dodge | Expert Sniper, Stealthy Sniper, Master Sniper, Precise Shot | Fast Stealth, Hellcat Stealth | Sneaking Critical, Sneaking Precision | Rapid Reload | Temp bonus: Impen. Veil post#1801
combat:
White Feather: - Rapid Sneak Attacks: +28, +28, +23, +18, +13 (+4vsCrit) // 1d10+27/19-20x4(+11d6+20) | Ammos: Anti-Undead/Demon/Fey: (+3/+3/+1ammo) (Bane +2/+2/+2 +2d6 vs Undead/Demon/Fey) (+2d6vsEvil/Evil/Chaotic) Only the patience gained through raising and listening to the nonstop chatter of children and grandchildren for close to five decades allowed Lucas to keep his silence during the storytelling, plot twists, and transformations, but the Lady's disappearing act finally motivated him to act. "If the stories my grandchildren loved so much were based on memories of the real thing, then we may want to leave immediately. I don't mean this in a derogatory manner, but fey were known to be fickle in their hospitality and cruel in their games. I do not want to find out how much of that was true. Let's move." As he was speaking, Lucas, as unobtrusively and quietly as he could, racked the bolt in his rifle to load the first of the five rounds in his magazine.
Yasss Queen wrote: Created the Gameplay Thread to get a head start on the game and write the long prologue of the first adventure(less work for me later), check it out if you'd like. Well damn. I'm hooked. Even if Lucas isn't part of the party, I'll be following this campaign.
Yasss Queen wrote:
I don't know about you, but any time I think of "crotchety old guy" I think of some war-torn Vietnam vet sitting on his porch with a shotgun telling all the young hoodlum kids to get off his lawn. You mentioned taking a god's divinity and all of a sudden I want Luke to become the Patron Deity of Old Guys With Lawns. Not really. It was a joke. The link was to a picture of Clint Eastwood playing that exact part in the movie Gran Torino.
Billybrainpan wrote: Ok, I'm having a bit of a power trip here. Is there a limit on what ability scores can look like or anything like that? The idea i'm going for is crazy powerful force of nature so the physical scores could be arbitrarily high. "I'm the Juggernaught, b~#+@!" - Absurdly high STR, nothing but the biggest, thickest, hardest armors, and Bull Rush and Overrun feats.
Male Moon Elf Magus (kensai) 1/slayer (stygian slayer) 1/gestalt 1 [HP: 10, Perc: +6, Init: +5, AC: 16 (T:14, F:12), Saves (F:+2, R:+5, W:+2)(+2 vs enchantments)][Immune:Sleep][Low-light vision] [Special Abilities: Arcane Pool +1 6/day, Studied Target +1][Melee elven leafblade +5 (1d4+1/18-20)][Spells Prepared - 0th: daze (DC 15), flare (DC 15), 1st: color spray (DC 16), shocking grasp]
Herrnarrell sighs and follows Nivian and the others up the stairs and into the next room just in time to hear the guard's question. Linguistics: 1d20 + 6 ⇒ (16) + 6 = 22 "Also, what is the Tower of Song and Mist celebrating? My friend Nivian speaks the truth, we do not know exactly where we are at the moment and could use any additional information."
Male Human Kellid Bloodrager (primalist, untouchable rager) 1/Paladin (oath of vengeance, warrior of the holy light) 1 [HP: 12, Perc: +3, Init: +4, AC: 18 (T:12, F:16), Saves (F:+4, R:+2, W:+1] [Special Abilities: Bloodrage 13rds/day, Angelic Attacks +1d6 vs Evil outsiders, Combat Expertise, Power Attack -1/+2, Detect Evil (At will), Smite Evil (1/day) (+3 attack and AC, +1 damage)][Melee earth breaker +4 (2d6+4/×3)]
Lothar grins as he whispers in response, the irony not lost on him even if he's never heard the word before, "The same thing we have been doing: Proceeding with caution."
Decided to go with their real names, just to keep it simple in my head. Also, I realized I didn't mention it in my original post so I feel I should tell you now that, aside from the Gunslinger, I have not played any of the other classes in PF. It's part of the reason I wanted to do this. I don't foresee it being a problem, but let me know if I'm doing anything wrong. Here are the statblocks to include gear. Elliot (Hush):
Hush
Human Gunslinger (Pistolero) 2 CN Medium humanoid (human) Init +5; Senses Perception +7 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge) hp 24 (2d10+4) Fort +5, Ref +8, Will +2 -------------------- Offense -------------------- Speed 30 ft. Ranged pistol +8 (1d8/×4) -------------------- Statistics -------------------- Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 8 Base Atk +2; CMB +2; CMD 18 Feats Gunsmithing, Point-Blank Shot, Rapid Reload Skills Acrobatics +9, Bluff +4, Craft (alchemy) +4, Diplomacy +1, Disguise +0, Knowledge (local) +5, Perception +7 Languages Common SQ deed: gunslinger's dodge, deed: quick clear, grit, deed: up close and deadly Combat Gear Potion of cure light wounds (5); Other Gear Studded leather armor, Alchemical cartridge (paper) (21), Pistol, Backpack, masterwork (40 @ 43.8 lbs), Chalk (5), Gunslinger's kit, Silk rope, Torch (5), Twine (50'), 98 GP, 8 SP, 9 CP -------------------- Special Abilities -------------------- Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack. Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm. Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway. Pamela (Ivy):
Ivy
Human Druid (Jungle Druid) 2 CN Medium humanoid (human) Init +2; Senses Perception +9 -------------------- Defense -------------------- AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex) hp 20 (2d8+4) Fort +5, Ref +2, Will +7 -------------------- Offense -------------------- Speed 20 ft. Melee heavy shield bash -3 (1d4/×2) and club +1 (1d6/×2) Spell-Like Abilities At will—tree shape Druid (Jungle Druid) Spells Prepared (CL 2nd; concentration +6): 1st (3/day)—remove sickness (DC 16), entangle (DC 15), cure light wounds, glide 0 (at will)—resistance, know direction, purify food and drink (DC 14), detect poison -------------------- Statistics -------------------- Str 10, Dex 15, Con 14, Int 10, Wis 19, Cha 10 Base Atk +1; CMB +1; CMD 13 Feats Augment Summoning, Spell Focus (conjuration) Skills Climb +0 (+1 in jungle terrain), Fly +2, Heal +9, Perception +9 (+10 in jungle terrain), Survival +11 (+12 in jungle terrain), Swim +0 Languages Common, Druidic SQ brachiation, jungle guardian, nature bond abilities (jungle), spontaneous casting, wild empathy Combat Gear Oil of shillelagh (10), Potion of cure light wounds (5); Other Gear Hide armor, Heavy wooden shield, Club, Backpack, masterwork (6 @ 85.06 lbs), Collapsible plank, Druid's kit, Folding ladder, Folding pole, Hooded lantern, waterproof, 149 GP, 4 SP -------------------- Special Abilities -------------------- Augment Summoning Summoned creatures have +4 to Strength and Constitution. Brachiation (2 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics. Druid (Jungle Druid) Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart. Domain Spells: 1st - glide**, 2nd - tar ball*, 3rd - venomous bolt**, 4th - arboreal hammer{/
Mr. J (Joker):
Joker
Half-Elf Rogue (Trapsmith) 2 CN Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex) hp 18 (2d8+2) Fort +1, Ref +7, Will +1; +2 vs. enchantments Defensive Abilities evasion; Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 20 ft. Melee dagger +3 (1d4/19-20/×2) and dagger +3 (1d4/19-20/×2) Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 12 Base Atk +1; CMB +1; CMD 14 Feats Skill Focus (Disable Device), Two-weapon Fighting, Weapon Finesse Skills Acrobatics +6 (+2 jump), Bluff +6, Craft (traps) +7, Diplomacy +6, Disable Device +10, Intimidate +6, Perception +8 (+9 to locate traps), Sleight of Hand +6, Stealth +6, Swim +2, Use Magic Device +6; Racial Modifiers +2 Perception Languages Common, Elven, Gnome, Halfling SQ elf blood, rogue talents (finesse rogue), trapfinding +1 Combat Gear Potion of invisibility, Caltrops (5), Flash powder, Rusting powder; Other Gear Studded leather armor, Dagger, Dagger, Backpack, masterwork (11 @ 65.54 lbs), Bear trap, Crowbar, Marbles (5), Metal glove, Powder (5), Puzzle Box, Puzzle Box, Rogue's kit, Thieves' tools, Wrist sheath, spring loaded (1 @ 1 lbs), Wrist sheath, spring loaded (1 @ 1 lbs), 63 GP, 9 SP, 5 CP -------------------- Special Abilities -------------------- Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Antonio (Bane):
Bane
Human Alchemist (Ragechemist) 2 CN Medium humanoid (human) Init +1; Senses Perception +5 -------------------- Defense -------------------- AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex) hp 23 (2d8+7) Fort +4, Ref +4, Will +0; +2 bonus vs. poison Resist poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +6 (1d3+5/×2) Ranged bomb +3 (1d6+2 Fire/×2) Special Attacks bomb Alchemist (Ragechemist) Spells Prepared (CL 2nd; concentration +4): 1st (3/day)—stone fist (x3) -------------------- Statistics -------------------- Str 20, Dex 12, Con 12, Int 14, Wis 10, Cha 9 Base Atk +1; CMB +6; CMD 17 Feats Brew Potion, Improved Unarmed Strike, Throw Anything, Toughness Skills Craft (alchemy) +7 (+9 to create alchemical items), Heal +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +5, Survival +5, Use Magic Device +4; Racial Modifiers alchemy Languages Common, Dwarven, Elven SQ discoveries (feral mutagen), mutagen, fast poisoning, rage mutagen Combat Gear Feral Mutagen: +6 STR, -2 INT, +2 Nat AC, Potion of barkskin +2, Potion of cure light wounds (5), Potion of endure elements (2), Potion of enlarge person (3), Acid (5), Alchemist's fire (5), Candlerod (10), Oil (5), Tar bomb (5); Other Gear Lamellar (leather) armor, Alchemist's kit, Backpack, masterwork (32 @ 59.8 lbs), 40 GP -------------------- Special Abilities -------------------- Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage. Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min. Poison Resistance +2 (Ex) +2 to save vs. Poison. Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action. Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg). Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. 1 hour 53 minutes. Hofstadter's Law!
Alright, so I still need to gear Bane, Ivy, and Joker, but here are their statblocks. I swapped Bane over to a Ragechemist. It seemed more fitting. I'll come up with character names for them and finish gearing them tomorrow. Bane:
Human Alchemist (Ragechemist) 2 CN Medium humanoid (human) Init +1; Senses Perception +5 -------------------- Defense -------------------- AC 11, touch 11, flat-footed 10 (+1 Dex) hp 23 (2d8+7) Fort +4, Ref +4, Will +0; +2 bonus vs. poison Resist poison resistance -------------------- Offense -------------------- Speed 30 ft. Melee unarmed strike +6 (1d3+5/×2) Ranged bomb +3 (1d6+2 Fire/×2) Special Attacks bomb Alchemist (Ragechemist) Spells Prepared (CL 2nd; concentration +4): 1st (3/day)—stone fist, enlarge person (DC 13), cure light wounds -------------------- Statistics -------------------- Str 20, Dex 12, Con 12, Int 14, Wis 10, Cha 9 Base Atk +1; CMB +6; CMD 17 Feats Brew Potion, Improved Unarmed Strike, Throw Anything, Toughness Skills Fly +6, Heal +5, Knowledge (dungeoneering) +4, Knowledge (engineering) +4, Perception +5, Survival +5, Use Magic Device +4; Racial Modifiers alchemy Languages Common, Dwarven, Elven SQ discoveries (feral mutagen), mutagen, fast poisoning, rage mutagen Other Gear 1000 GP -------------------- Special Abilities -------------------- Alchemy +2 (Su) +2 to Craft (Alchemy) to create alchemical items, can Id potions by touch. Bomb 1d6+2 (4/day) (DC 13) (Su) Thrown Splash Weapon deals 1d6+2 fire damage. Feral Mutagen (Su) Mutagens grant claw and bite attacks, and a bonus to intimidate. Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal. Mutagen (DC 13) (Su) Mutagen adds +4 to a physical & -2 to a mental attribute, and +2 nat. armor for 20 min. Poison Resistance +2 (Ex) +2 to save vs. Poison. Poisoning (Standard Action) (Ex) Normal: Apply poison to a weapon as a standard action. Rage Mutagen STR mutagen bonuses increase, but penalty to Will & Int when hurt (Will neg). Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons. Joker:
Half-Elf Rogue (Trapsmith) 2 CN Medium humanoid (elf, human) Init +4; Senses low-light vision; Perception +8 -------------------- Defense -------------------- AC 14, touch 14, flat-footed 10 (+4 Dex) hp 18 (2d8+2) Fort +1, Ref +7, Will +1; +2 vs. enchantments Defensive Abilities evasion; Immune magic sleep; Resist elven immunities -------------------- Offense -------------------- Speed 30 ft. Special Attacks sneak attack +1d6 -------------------- Statistics -------------------- Str 10, Dex 19, Con 13, Int 14, Wis 12, Cha 12 Base Atk +1; CMB +1; CMD 15 Feats Skill Focus (Disable Device), Two-weapon Fighting, Weapon Finesse Skills Acrobatics +9, Bluff +6, Climb +5, Diplomacy +6, Disable Device +13, Intimidate +6, Perception +8 (+9 to locate traps), Sleight of Hand +9, Stealth +9, Swim +5, Use Magic Device +6; Racial Modifiers +2 Perception Languages Common, Elven, Gnome, Halfling SQ elf blood, rogue talents (finesse rogue), trapfinding +1 Other Gear 1000 GP -------------------- Special Abilities -------------------- Elf Blood Half-elves count as both elves and humans for any effect related to race. Elven Immunities +2 save bonus vs Enchantments. Elven Immunities - Sleep You are immune to magic sleep effects. Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. Low-Light Vision See twice as far as a human in low light, distinguishing color and detail. Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed. Trapfinding +1 Gain a bonus to find or disable traps, including magical ones. Ivy:
Human Druid (Jungle Druid) 2 CN Medium humanoid (human) Init +2; Senses Perception +9 -------------------- Defense -------------------- AC 12, touch 12, flat-footed 10 (+2 Dex) hp 20 (2d8+4) Fort +5, Ref +2, Will +7 -------------------- Offense -------------------- Speed 30 ft. Spell-Like Abilities At will—tree shape Druid (Jungle Druid) Spells Prepared (CL 2nd; concentration +6): 1st (3/day)—remove sickness (DC 16), entangle (DC 15), cure light wounds, glide 0 (at will)—resistance, know direction, purify food and drink (DC 14), detect poison -------------------- Statistics -------------------- Str 8, Dex 15, Con 15, Int 10, Wis 19, Cha 10 Base Atk +1; CMB +0; CMD 12 Feats Augment Summoning, Spell Focus (conjuration) Skills Climb +4 (+5 in jungle terrain), Fly +7, Heal +9, Perception +9 (+10 in jungle terrain), Survival +11 (+12 in jungle terrain), Swim +4 Languages Common, Druidic SQ brachiation, jungle guardian, nature bond abilities (jungle), spontaneous casting, wild empathy Other Gear 1000 GP -------------------- Special Abilities -------------------- Augment Summoning Summoned creatures have +4 to Strength and Constitution. Brachiation (2 rounds/day) (Ex) Free, gain climb speed and a bonus to Acrobatics. Druid (Jungle Druid) Domain (Jungle) Granted Powers: The spirits of the jungle, both of natural guardians and lost civilizations, whisper in your heart. Domain Spells: 1st - glide**, 2nd - tar ball*, 3rd - venomous bolt**, 4th - arboreal hammer{/
Hush: Human Gunslinger (Pistolero) 2 CN Medium humanoid (human) Init +5; Senses Perception +7 -------------------- Defense -------------------- AC 19, touch 16, flat-footed 13 (+3 armor, +5 Dex, +1 dodge) hp 24 (2d10+4) Fort +5, Ref +8, Will +2 -------------------- Offense -------------------- Speed 30 ft. Ranged pistol +8 (1d8/×4) -------------------- Statistics -------------------- Str 10, Dex 20, Con 14, Int 10, Wis 14, Cha 8 Base Atk +2; CMB +2; CMD 18 Feats Gunsmithing, Point-Blank Shot, Rapid Reload Skills Acrobatics +9, Bluff +4, Craft (alchemy) +4, Diplomacy +1, Disguise +0, Knowledge (local) +5, Perception +7 Languages Common SQ deed: gunslinger's dodge, deed: quick clear, grit, deed: up close and deadly Combat Gear Potion of cure light wounds (5); Other Gear Studded leather armor, Alchemical cartridge (paper) (21), Pistol, Backpack, masterwork (40 @ 43.8 lbs), Chalk (5), Gunslinger's kit, Silk rope, Torch (5), Twine (50'), 98 GP, 8 SP, 9 CP -------------------- Special Abilities -------------------- Deed: Gunslinger's Dodge (+2 AC) (Ex) Use 1 grit, immediately move 5 ft/drop prone to gain 1x/2x bonus to AC vs ranged attack. Deed: Quick Clear (Ex) While have grit, remove the effects of a misfire. Use 1 grit to do as move action. Grit (Ex) Gain a pool of points that are spent to fuel deeds, regained on firearm crit/killing blow. Gunsmithing You can use a gunsmithing kit to craft/repair firearms and ammo. Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet. Rapid Reload (Pistol) You can reload fast with one type of Crossbow or Firearm. Up Close and Deadly +1d6 At 1st level, when the pistolero hits a target with a one-handed firearm that is not making a scatter shot, she can spend 1 grit point to deal 1d6 points of extra damage on a hit. If she misses with the attack, she grazes the target, dealing half the extra damage anyway.
Male Musket Master Gunslinger 2 [Hp: 20/24, Perc: +7, Init: +5, AC: 18, Tch: 14, Flt: 14, Fort: +5, Ref: +7, Will: +2] [Ranged musket +7 (1d12/×4)] Human
Roland laughs at Tandus' comment and Joesph's reaction and adds to it with mirth still clear in his eyes, "Indeed. Adults only though. We've all been sick as children, but it's only the weak who become ill as adults. Sort out the world, and only the strong will continue their bloodlines." With the smile still wide on his face, you cannot be sure if he is serious or just trying to get a reaction from you. With what has happened in the last few days, it is possible that the distinction is becoming muddled even in his own mind.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
Had to make sure it was actually said before I went and killed the thing and made life harder for us all. Fortunately, my attack missed because I think that would have killed it. Would have been hilarious to see that happen right after what I said, though.
Male Human Deep Walker Ranger 3 [Exp: 6290] [HP: 34, Init: +5 (+7 underground), Perc: +7 (+9 underground), AC: 16, Tch: 12, Flt: 14, Fort: 5 (+4 Endurance), Ref: 4, Will: 2] [Melee +8 (1d10+6/18-20/×2)]
DM Grimmy wrote: Eli, Alrik and Quetzal got her to loosen up though, so all will be revealed (as far as this bar-maid is concerned anyway.) I didn't know we were playing that kind of game. |