Ranger

Keith the Thief's page

Goblin Squad Member. Organized Play Member. 183 posts (1,064 including aliases). No reviews. No lists. 1 wishlist. 5 aliases.


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Grand Lodge

Jester David wrote:

At first I was dismissive of the idea, as Beginner Box players should graduate to the Core products rather than have a series of side products that drain their wallets before they inevitably graduate to the Core rules.

My group attempted to graduate to the CRB on more than one occasion and the complexity was just not any fun for us. So, we to moved to 5E (while still using Golarion) before eventually returning to 1E (even 5E was too crunchy for us).

However, we do return to the BB occasionally because it's just right for the way we like to game. Like many others here, we would love a Sandpoint box set.

Grand Lodge

Male Human Alchemist

Porthos and Glocken are now in Castle Panzer.

Grand Lodge

Male Human Alchemist

You use regular font to describe things "in game". For example, as DM I would say that Porthos and Eliric grab Glocken and throw him onto the brittle wooden bridge to see if it collapses.

The out of character stuff is more like, we need more chips and dip here!

Grand Lodge

Male Human Alchemist

Here's where we can discuss the campaign and the 5E rules set.

Grand Lodge

Male Human Alchemist

The sheriff of Oakhurst is the latest victim of the odd and deplorable lizard-creatures who've been stealing from residents all over the Island of the Artifacts.

Nobody knows where or how the vermin got there, but they are becoming a growing threat.

Knowing that the four of you fought in the Mindspin Struggle (the brief but horrible border war with Nidal), the sheriff has come to ask that you find his golden ring, which is a family heirloom.

He offers 300 GP to your party for its safe return to him.
Unfortunately, he does not know exactly where the lizard-creatures live, but he believes that they have taken up residence in an abandoned alchemist's haunt along the Old Road that leads to the forbidden Sunless Citadel.

Grand Lodge

Joana wrote:

You can start by making either a gameplay thread or a discussion thread. Go to the appropriate forum and click on Add New Thread. The site will walk you through the options for connecting your threads and setting up your campaign. Then you can contact your players and point them to the game.

Thanks so much... I really appreciate it.

Grand Lodge

I have a tabletop game that meets very irregularly, and was thinking of using Paizo's PBP board to augment the real-life game. (I've played in a handful of PBP games on here, so I know how the formatting works.)

My question is: How do I start a campaign?
It would not be open to new players, so there'd be no recruitment, but I am not sure how to build it from scratch.

Grand Lodge

If this gets reinvigorated I will create my alias. Ergo is a 1st-level Human Ranger who had a bad experience with an aberration when he was exploring a cave that (little to his knowledge) was an entrance to the Underdark.

He loves to play dice games, but spends most of his time in the woods because if he goes to town he goes to the pub, and if he goes to the pub he gets drunk because he saw something in that cave that makes him want to drink.

Grand Lodge

DoubleGold wrote:
I had just marked it inactive after I had only got 1 character made. So, not, experiment is cancelled.

Bummer. I was looking forward to the opportunity. This was a really good idea.

Grand Lodge

Here is a link to the character I just created, with a little help from an online 5E character generator. I have DMed the Starter Set module with my son, but the session fizzled after 5 or 6 sessions because it was just too hard to run Lost Mines of Phandelver with only one player-one DM.

Anyway, here is a link to the PDF of my character sheet.
If you can accept another character, and this looks okay, I will transcribe it as an alias to my Pathfinder profile.

Thanks,
Keith

Dropbox location for PDF of the character --> Ergo the Ranger.

Grand Lodge

Are you still accepting characters?
I would love to do a rogue or a ranger.
I'm an old grognard, 0e/1e guy, but really want to get into 5e.

I own the core rulebooks and the Sword Coast guide, but not familiar enough with it to know where to find factions.

I can post once per day. I'm already in a Trail of Cthulhu game on these boards.

Let me know.
Thanks!
Keith

Grand Lodge

GM Tribute wrote:

Tamxander gnome illusionist (sorry)

Trapper Trapper ranger

Are you asking me to change Trapper's character from a Rogue to a Ranger? I can do so, but just wanted to make sure... it'll require changing some of his backstory, which is fine. Or I can leave him as is, a Dwarf who had to learn rogue skills in order to survive. His real passion is genealogy :)

Grand Lodge

GM Tribute wrote:


Many characters I like have less than 1000 posts on the boards. Many established GMs would refuse to take them. I am trying to find a way to take them and reduce my attrition rate.

I have a low post count due to bad luck.

If you'd like an example of my role-playing, I play Edward R. Carter, III, in this Trail of Cthulhu game: Mystery of Loch Feinn

I would love another PbP game, especially Pathfinder and will happily post every day.

Grand Lodge

Here is Trapper's backstory if anyone is interested in reading it:

Originally from the Highhelm Sky Fortress, Trapper and his brothers found residence on the Isle of Kortos after his elderly parents discovered a bizarre, crumbling Pathfinder Chronicle during an excavation of their ancestral home’s basements. Believing the work to be of singular importance, Trapper, his siblings and their adopted human brother (a Ranger-Investigator from Galt) travelled downriver with the goal of eventually reaching Absalom. While Trapper’s family, the Beer-Basher clan, had always remained faithful to their Dwarven alignment and god, experiences with evil cutthroats, dire wolves and smelly flotsam-raiser goblins caused a profound morality shift, nudging the Beer-Bashers into Neutral Good territory.

Unable to find employment or housing in greater Absolom, the Beer-Bashers moved to Diobel, where Trapper sought answers to two seemingly unrelated questions:
1) Why was Trapper’s family heir to a worthless fallen fortress on the Isle of Kortos?
2) Why had a branch of the Beer-Bashers fought "an unspeakable evil" in a land as far remote as Varisia?

To fund his research young Trapper took odd jobs under false names along the waterfront. Skilled with his hands Trapper often found woodworking jobs on the crime-infested docks, installing secret floors, traps and false floors on merchant ships. While there, he learned a lot of roguish skills.

After several years the Beer-Basher clan split their research efforts: The older Dwarfs remained in Diobel while Trapper and Keith sailed northwest, to the Varisian Gulf.

Trapper's arrival in (what-should-have-been) the sleepy town of Sandpoint was fraught with terror. He found himself face to face with the mass murderer Chopper. Through quick wit and rogue skills, though, Trapper was able to ingratiate himself to the townsfolk of Sandpoint as he helped with the murderer’s capture.

Now, at the age of 100, Trapper has returned to the foothills east of the Five Kings Mountains, searching for "The Great Tomes", legendary journals kept by his forefather.

Trapper's quizzical expression is due to the extensive number of paper cuts he gets on his fingers trying to chronicle his family tree.

Not always the sharpest ax in the armory, Trapper does have a secondary goal of increasing his Wisdom.
Trapper cannot see the cave for the rocks.

Grand Lodge

Also, I am a grognard, and while I could certainly DM an old school (say 1E) campaign, I am not confident enough to GM a Pathfinder AP.

I have played in three PbP games:
A "Sinister Secret of Saltmarsh" variant set in Sandpoint (it lasted about 3-4 months).
A brief "We Be Goblins" game.
Current "Trail of Cthulhu" game that only requires a post every 1-2 days.

I can easily post every day.

Thanks for your consideration.
Keith

Grand Lodge

Is recruitment closed?
If not, I'd like to toss my Dwarf Rogue Genealogist into the mix.
Not literally, of course. No one tosses a dwarf...

Link to Trapper's profile.

Grand Lodge

You could also create a homemade table with 3-18 possible character actions. Rolling 3d6 gives you a bell curve, so the values from 9-12 could be the most likely and normal reactions (approach cautiously, step back slowly, etc), with high and low scores being extreme reactions. A 3 might mean the character drops all armor and weapons and runs away, Monty Python style. An 18 might mean naked aggression.

Just a thought.

Grand Lodge

Keith the Thief wrote:
...

I think I posted a broken link. Trying again...

Link to Edward R. Carter, III

Edward R. Carter, III

Grand Lodge

cirle wrote:

Keith: If you think you can throw a character together really quick you're in. I'm not sure if we have a vagabond physicist or not.

Maisie: Yep.

Thank you. I created one this afternoon for fun and on the off-chance you were still open.

I'd like to introduce Dr. Edward R. Carter, III

Edward R. Carter, III:
About Edward Carter III
Investigator Name: Edward R. Carter III

Drive: Sudden Shock

Occupation: Author

Sources of Stability: Dr. Stephanie Harrison, Dean of the College of Women (confidant)

Pillars of Stability: His own fictitious worlds; Ancient manuscripts from the Holy Land

Dr. Edward Carter was a successful author of "planetary romances" who inexplicably quit writing at the height of his career in 1930. One of his novellas, "The Thing in the Trenches", which was based on his experiences during the Great War, turned out to have been a real incident. The horror of that experience has shocked him into disavowing any writing, despite an incredibly successful career both in England and America. He had been called the next H.G. Wells.

During the Great War he worked in mechanical cryptography, and gained substantial experience in code breaking and repairing (or manipulating) mechanical and electrical equipment.

Born in London in 1899, Dr. Carter spends his days as a scholar on the Holy Land. He wants to return to his literary career, but every time he tries it induces sheer terror.

Now, his only sources of stability are his dear confidante, Dr. Stephanie Harrison (Dean of the College of Women) and the strange manuscripts that have been brought back to London from Jerusalem.

Academic Abilities:
Archeology -- 1
Cryptography -- 2
History -- 1
Languages -- 1

Law:
Library Use -- 2
Theology -- 1

Interpersonal Skills:
Assess Honesty -- 1
Credit Rating -- 1
Flattery -- 1
Streetwise -- 1

Technical Abilities:
Evidence Collection -- 2
Forensics -- 2
Locksmith -- 2

General Abilities:
Athletics -- 4
Conceal -- 5
Electrical Repair -- 5
Firearms -- 4
First Aid -- 4
Fleeing -- 5
Health -- 5
Mechanical Repair -- 6
Preparedness -- 4
Sanity -- 5
Stability -- 4
Sense Trouble -- 4
Shadowing -- 4
Stealth -- 4
Weapons -- 3

Link to Edward R. Carter, III:

Grand Lodge

Male Human Alchemist

I posted a question on the recruitment thread :)

Grand Lodge

cirle wrote:

You're more spies in the John LeCarre mode, rather than Ian Fleming.

So, we're still on for Monday, and I'm anticipating:

Danforth Chambers.
CMDR Readington-Smythe.
Maisie Chase.
Howard Osborne.

Is recruitment closed?

If not I was wondering if you'd be willing to consider another.
I actually own the Trail of Chtulhu rules, but I've never played it.

I am an old RPG guy... as in, started in 1978 with original D&D.

Curiously, I'm a physicist in real life, but that role is taken.

I could create a science fiction writer ("scientific romance writer"), who's been slowly losing it ever since he discovered one of his stories came true.

If you're closed it's cool, but if you're still open I could try to create a character over the weekend.

Thanks,
Keith

Grand Lodge

My first PC was a human magic-user in a game of 0E-1E back in 1978. We had the Monster Manual, the Players Handbook, the original white box set (0E) and original D&D supplements I-IV.

The quest was to kill a white dragon after we manuevered through a traditional dungeon built into the side of the dragon's ice caves.

My MU threw a lot of daggers and darts, and fired magic missile once per day.

He got to 5th level.

We entered the dragon's lair. The DM decided to call it a night... and we never got back together. Kinda sad.

Keith

P.S. Yep, I'm old as hell and dry as a bone

Grand Lodge

Revised information for Trapper, who I think would make a good candidate for a rebel.

Crunchy Stuff:

Trapper
Dwarf Rogue Level 2
NG Medium Humanoid (dwarf)
Init +4
Senses
Perception +5

XP = 120 + 225 + 445 + 1000 = 1790

------------------------------
Quirks
------------------------------
Genealogists
Chews on roots
Rolls silver piece over his fingers
Gets brain freeze when drinking ale (drinks anyway)
Blunt-spoken

------------------------------
Defense
------------------------------
AC = 17, touch = xx, flat-footed = xx

hp = 16
HD = 2
Fortitude Save = +1
Reflex Save = +8
Will Save = +0

--> Armor Class Calculation = 10 + 3 (studded leather) +4 (DEX) = 17
--> hp calculation = 8 (1st-level) +1 (CON) + 6 (2nd-level) +1 (CON) = 16
--> Fort calculation +0 +1 (CON) = +1
--> Reflext calculation = +3 +4 (DEX) +1 (2nd-level) = +8
--> Will calculation +0 +0 (WIS) = +0

------------------------------
Offense
------------------------------
Speed = 20 feet
Weapon S M Crit
Short Bow 1d4 1d6 x3
Warhammer 1d6 1d8 x3
BAB = 0
CMB = +2
CMD = 15
Initiative = +4 (+0 +4)
Melee Attack = +1 (+0 +1)
Ranged Attack = +4 (+0 +4)
Darkvision = 60 feet
Hatred + 1 vs. Goblins and Orcs
Hardy + 2 vs. Poison and Spells
Weapon Familiarity = Battleaxe and war hammer

------------------------------
Statistics
------------------------------
Str 12
Dex 18
Con 13 (includes +2 Dwarf trait)
Int 12
Wis 10 (includes +2 Dwarf trait)
Cha 9 (includes -1 Dwarf trait)

ABILITY MODS
STR = +1
DEX = +4
CON = +1
INT = +1
WIS = 0
CHA = -1

BAB = +1
CMB = +1 (base attack) +1 (STR) = +2
CMD = 10 +1 (STR) +4 (DEX) = 15

CLASS FEATURES
Sneak Attack = +1d6
--> If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
Trap Finding = +2
--> A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Evasion
--> At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. .
Rogue Talent:
--> Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier.

FEATS
Point Blank Shot

SKILLS
Skill ranks = 8 + INT per level = 9 x 2 = 18

Acrobatics = +1 (assigned) +3 (class)
Appraise = +2 (gold or gems)
Bluff =
Climb = +1 (assigned) +3 (class) +1 (assigned)
Craft = +1 (assigned)
Diplomacy =
Disable Device = +1 (assigned) +3 (class) +1 (assigned)
Disguise = +1 (assigned) +3 (class)
Escape Artist = +2 (assigned)
Intimidate =
Knowledge
--> Dungeoneering = +1 (assigned) +3 (class)
--> Local = +1 (assigned) +3 (class)
Linguistics =
Perception = +1 (assigned) +3 (class) +1(assigned) [+2(stonework)]
Profession =
Sense Motive =
Sleight of Hand = +1 (assigned) +3 (class)
Stealth = +1 (assigned) +3 (class)
Swim = +1 (assigned)
Use Magic Device = +2 (assigned)

RACIAL TRAITS
Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
Speed = 20 feet
Darkvision = 60 feet.
+4 dodge bonus to AC against monsters of the giant subtype. AC vs. Giants = 21
+2 racial bonus on Appraise skill checks precious metals or gemstones.
+1 bonus on attack rolls vs. orc and goblinoid .
+2 racial bonus on saving throws against poison, spells, and spell-like abilities.
+4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors.
Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
Common, Dwarven, Goblin.

EQUIPMENT
Light Armor
Shortbow
Arrows (18 remaining)
Short sword
Studded Leather Armor
Dagger
War Hammer
Chalk
Rope
Thieves' Tools
Crowbar
Adventurer's Kit

Money = 500 gp

Fluffy Stuff:

Originally from the Highhelm Sky Fortress, Trapper and his brothers found residence on the Isle of Kortos after his elderly parents discovered a bizarre, crumbling Pathfinder Chronicle during an excavation of their ancestral home’s basements. Believing the work to be of singular importance, Trapper, his siblings and their adopted human brother (a Ranger-Investigator from Galt) travelled downriver with the goal of eventually reaching Absalom.

While Trapper’s family -- the Beer-Basher clan -- had always remained faithful to their Dwarven alignment and god, experiences with evil cutthroats, merciless dire wolves and smelly flotsam-raiser goblins caused a profound morality shift, nudging the Beer-Bashers into Good territory.

Unable to find employment or housing in greater Absolom, the Beer-Bashers moved to Diobel, where Trapper sought answers to two seemingly unrelated questions:
1) Why was Trapper’s family heir to a worthless fallen fortress on the Isle of Kortos?
2) Why had a branch of the Beer-Bashers fought "an unspeakable evil" in a land as far remote as Varisia?

To fund his genealogy research young Trapper took odd jobs under false names along the waterfront. Skilled with his hands Trapper often found woodworking jobs on the crime-infested docks, installing secret floors, traps and false floors on merchant ships. While there, he learned a lot of roguish skills.

He had to learn to keep his mouth shut.
Trapper often speaks bluntly, which can get a young Dwarf in trouble.

After several years the Beer-Basher clan split their research efforts: The older Dwarfs remained in Diobel while Trapper and Keith sailed northwest, to the Varisian Gulf.

Trapper's arrival in (what-should-have-been) the sleepy town of Sandpoint was fraught with terror. He found himself face to face with the mass murderer Chopper. Through quick wit and rogue skills, though, Trapper was able to ingratiate himself to the townsfolk of Sandpoint as he helped with the murderer’s capture.

Now, at the age of 100, Trapper has returned to the foothills east of the Five Kings Mountains, searching for "The Great Tomes", legendary journals kept by his forefather.

Trapper's quizzical expression is due to the extensive number of paper cuts he gets on his fingers trying to chronicle his family tree.

Not always the sharpest ax in the armory, Trapper does have a secondary goal of increasing his Wisdom.
Trapper cannot see the cave for the rocks.

Grand Lodge

Improved character info for "Bane of Giants."

Fluffy Stuff:

-------- Fluffy Stuff ---------
Originally from Woodsedge, Galt.

Bane of Giants travelled to Isran when he was a teen after hearing about a call for special rangers to hunt the Hill Giants that were marauding villages near the Fog Peaks.

The Revolutionary Council promised all rangers "gems aplenty" if the Hill Giant menace could be eradicated.

While Bane's brigade was successful in driving the giants back into the mountains, his return to Isarn was met with a shrug.

When he sought to claim his reward (after two long years) he discovered that the government he knew no longer existed.

Troubled by Galt's never-ending political troubles, Bane returned to Woodsedge only to discover that his entire family had gone missing.

Rumors hinted that his family had been captured and killed by the Hill Giants as retribution for Bane's raids.

Later rumors, however, indicated that his family were alive, but captives of the sadistic Frost Giant, Bjarlsfarn the Bloody.

Bane of Giants isn't sure which was worse:
Thinking his family was dead, or *knowing* they are at the mercy of Bjarlsfarn.

His life in shambles, Bane fled west, finding refuge among the Dwarfs in the Five Kings Mountains.

The Beer-Basher clan had once adopted a human Ranger-Investigator, and were happy to provide sanctuary.

Bane is restless.

He often leaves on a whim, wandering the lands east of the Five Kings Mountains, and sneaking across the border into Woodsedge under cover of night.

Not knowing who he can trust, he often sleeps cold and alone in the crooks of trees or in small caves. His adopted Dwarf cousins that Bane is acting reckless.

Bane is now contemplating a return to Isran, wondering if the new Revolutionary Council might help him find stability in his life.

Bane of Giants possesses deep, sad eyes.
He is seldom seen without his dog, an "Alaskan" husky
He is fascinated by models (towns, ships, etc)
He once snagged a trout out of a stream with one hand.
He sings, often loudly; this Is a stupid habit, especially in the wilderness.
His mother is an alchemist.
His gather is a theater actor.
He hates birds, especially crows.

Crunchy Stuff:

-------------------- Crunchy Stuff --------------------

Bane of Giants
Human Ranger Level 2
NG
Medium humanoid (human)
Init +2
Senses XX
Perception +5

-------------------- Defense --------------------
AC 16, touch 12, flat-footed 10 (+4 armor, +2 Dex, -2 armor check penatly)
hp = 18 (2 HD)
hp = 10 (1st-level) + 1 (CON) + 5 (2nd-level) + 1 (CON) + 1(favored class)
Fort = + 2 (class) + 1 (CON) + 1 (2nd-level) = +4
Ref = + 2 (class) + 2 (DEX) + 1 (2nd-level) = +5
Will = + 0 (class) + 1 (WIS) + 0 (2nd-level) = +1

-------------------- Offense --------------------
Speed 30 ft.
weapon S. M. Crit
Short Bow 1d4 1d6 19-20/x3
Longsword 1d6 1d8 19-20/x2
Handaxe 1d4 1d6 20/x3
BAB = +1 (1st-level) +1 (2nd-level) = +2
CMB +3
CMD 10+2+3+2 = 17

-------------------- Statistics --------------------
Strength 18 (includes human +2 to one ability)
Dexterity 15
Constitution 12
Intelligence 9
Wisdom 12
Charisma 12

STR = + 4
DEX = +2
CON = +1
INT = -1
WIS = +1
CHA = +1

Base Attack +2; CMB +3; CMD 17

Feats
Level 1: Power attack (-1 to hit but + 2 damage)
Level 1: Quick draw (extra feat since he's human)
Level 2: Two-Weapon Fighting Skills -->

Skills ranks = 6 + INT = 6 + (-1) = 5 per level +1 (1st-level human) + 1 (2nd-level human) = 12 total

*Climb (str) +1 (assigned rank) + 3 (training)
*Craft (int)
*Handle Animal (Cha) +2 (assigned) + 3 (training)
*Heal (Wis)
*Intimidate (Cha)
*Knowledge (Int)
—> (Dungeoneering)
—> (Geography) +1 (assigned)** + 3 (training)
—> (Nature) +2 (assigned) + 3 (training)
Perception (Wis) +2 (assigned) +3 (training)
Profession (Wis) +1 (assigned) + 3 (training)
Ride (Dex)
Spellcraft (Int)
Stealth (Dex) +1 (assigned) + 3 (training)
Survival (Wis) +1 (assigned) + 3 (training)
Swim (Str) +1 (assigned)** + 3 (training)

Languages: Common, Giant*

*speaks pidgin Giant
** these were assigned after realizing humans get one extra skill rank per level

-------------------- Special Abilities --------------------
Combat Style Feat (ex): Two-Weapon Fighting
--> Penalty for primary hand lessens by 2
--> penalty for off-hand lessens by 6

Track (ex): Survival at +1 (half of level 2)

Wild Empathy(ex): Diplomacy check +level +CHA = diplomacy +2 +1

Favored Enemy (ex): Humanoid (giant)
--> to hit +2
--> damage +2
--> Bluff +2
--> Knowledge +2
--> Perception +2
--> Sense Motive +2
--> Survival +2

Starting Gear (weight: 55lbs)
Longsword
Handaxe
Short Bow
Arrows (20)
Chain Shirt
Backpack
Bedroll
Flint and Steel
Sunrod
Trail rations (4 days)
Waterskin
Whetstone

Money:
840 gp
(1000 minus 160 for starting gear)

Thanks,
Keith

Grand Lodge

I have a question regarding recruitment board etiquette:

Do I need to post a couple of times a day (to keep my candidacy "alive") until the GM makes his decision?
Or, are my posts up-thread sufficient?

The other two PBP games I've been in here on Paizo did not have this recruitment process.

Thanks,
Keith

Grand Lodge

JDPhipps wrote:

Two questions: One, are these campaign traits intended to be more powerful than most traits? Almost all of these give +2 bonuses to their chosen skills, but most only give a +1. If you did that's fine, I just wanted to check.

Two, are you allowing anything from Pathfinder Unchained, such as background skills?

On a related note,which sourcebooks do we need to have? The only ones I own are the CRB and Ultimate Campaign, plus the bestiaries. I do have a lot of Golarian campaign guides and AP books, but little else. There is the SRD, of course...

Grand Lodge

Dragonflyer1243 wrote:
Yeah, as long as the drawbacks are being picked for flavor, and not just something that won't impact your play so you get another trait.

Do you want all characters to have drawbacks?

Grand Lodge

My 2nd-level Dwarf Rogue, Trapper, might be a good candidate for the rebels' side of your campaign. Although he's spent some time doing genealogy research in Varisia, his heart is still in the Five Kings Mountains. His family (the Beer-Basher clan in the eastern foothills closest to Woodsedge) actually help human refugees from Galt. Plus, his family research has been getting depressing; it turns out the Beer-Bashers once fought an "unnamable evil"; Trapper would rather not carry on that tradition.

His stats conform to the 25-point buy (I think, if I did my counting correctly), and he's got some good, sneaky traits that might help a party.

Details here:

Trapper:

Thanks for your consideration.
Keith

Grand Lodge

Bane's stats have been updated:

Grand Lodge

Dragonflyer1243 wrote:
Keith, just a heads up, Bane looks like he has 2 feats at 2nd level, and he only gets a bonus feat for first level because he's a human, so he should have 3 feats instead of 4. I also just added up your point buy, and if everything in your profile is accurate then you have a 45 point buy, which needs to be adjusted for this game. Other than that, you're good to go!

Sorry about the extra feat: you're right. I'll make that correction.

And I'll redo Bane's stats to conform to the 25 point rule. Thanks much!

Grand Lodge

This is a duplication of my post from the rebels thread.

I would like to submit my 2nd-level Ranger, Bane of Giants, for consideration. He would work as either a council advisor or as a rebel. I could see him in either role.

In a nutshell, he's been out killing hill giants in the Fog Peaks, and now he's back in Isarn and doesn't recognize his own country. Oh, and his family has gone missing.

Here are his stats and backstory --> Bane of Giants or if you prefer:

Bane's Story:
Originally a special forces ranger who grew up in the Woodsedge region of Galt, Bane of Giants hired onto the First Revolutionary Council per their request to kill the marauding hill giants in the Fog Peaks. Bane's efforts were successful, but when he returned to Isarn to seek his reward after a year in the mountains, he was incensed and frightened by what his country had become.

Complicating matters was the fact that his family was missing. Rumors hinted that they'd been kidnapped, taken hostage by Hill Giants in the west of the Fog Peaks as retribution for Bane's raids. Other rumors stated that the giants had an even more nefarious purpose that only their small minds could understand.

His life in shambles, Bane fled west, first seeking refuge among the Dwarfs in the Five Kings Mountains (the Beer-Basher clan had raised a human Ranger-Investigator; they knew humans well). Bane now commutes from the foothills of the Five Kings Mountains, sneaking across the border into Woodsedge under cover of night. Not knowing who he can trust, he gathers intel about his missing family. His Dwarf cousins have been helping (they're no friends of giant-kind) but Bane of Giants is too restless to stay in one place for long.

Here is a sample of my role-playing. My character was Trapper, a 2nd-level Dwarf Rogue who is investigating his family genealogy in the now-defunct "Sinister Secret of Sandpoint" campaign:

Sinister Secrets of Sandpoint

I would prefer to run the ranger, but would gladly run the rogue if that's preferably.

I will be able to post 2-3 times per day; I am looking for a long-term campaign.

Thanks for your consideration.

Grand Lodge

I posted details on the other thread (rebels) before realizing there were two different recruitments.

My 2nd-level Ranger might do as a rebel while my 2nd-level Rogue might work for the Cowed. It could be interesting to pit them against one another.

Grand Lodge

I would like to submit my 2nd-level Ranger, Bane of Giants, for consideration. He would work as either a council advisor or as a rebel. I could see him in either role.

In a nutshell, he's been out killing hill giants in the Fog Peaks, and now he's back in Isarn and doesn't recognize his own country. Oh, and his family has gone missing.

Here are his stats and backstory --> Bane of Giants or if you prefer:

Bane's Story:
Originally a special forces ranger who grew up in the Woodsedge region of Galt, Bane of Giants hired onto the First Revolutionary Council per their request to kill the marauding hill giants in the Fog Peaks. Bane's efforts were successful, but when he returned to Isarn to seek his reward after a year in the mountains, he was incensed and frightened by what his country had become.

Complicating matters was the fact that his family was missing. Rumors hinted that they'd been kidnapped, taken hostage by Hill Giants in the west of the Fog Peaks as retribution for Bane's raids. Other rumors stated that the giants had an even more nefarious purpose that only their small minds could understand.

His life in shambles, Bane fled west, first seeking refuge among the Dwarfs in the Five Kings Mountains (the Beer-Basher clan had raised a human Ranger-Investigator; they knew humans well). Bane now commutes from the foothills of the Five Kings Mountains, sneaking across the border into Woodsedge under cover of night. Not knowing who he can trust, he gathers intel about his missing family. His Dwarf cousins have been helping (they're no friends of giant-kind) but Bane of Giants is too restless to stay in one place for long.

Here is a sample of my role-playing. My character was Trapper, a 2nd-level Dwarf Rogue who is investigating his family genealogy in the now-defunct "Sinister Secret of Sandpoint" campaign:

Sinister Secrets of Sandpoint

I would prefer to run the ranger, but would gladly run the rogue if that's preferably.

I will be able to post 2-3 times per day; I am looking for a long-term campaign.

Thanks for your consideration.

Grand Lodge

Wondering_Monster wrote:
Awesome. Can't wait to see your post.

Same here... thanks!

Grand Lodge

I have created an alias named "Bane of Giants" on the off-chance that he might be a good candidate for either adventure idea. He's a 2nd-level Ranger.

Click here--> Bane of Giants

Again, if this is not PBP I would not be able to do it; however, if it is I'll be able to post 2-3 times per day.

Grand Lodge

Hey,

Is this a play-by-post? If so, I'd definitely be interested.

I have Trapper, a Dwarf Rogue who is investigating his family lineage, which has led him from the Five Kings Mountains to Absalom, and then on to Sandpoint, where his forebears were victims of an "unspeakable evil."

He was part of the family that raised my message board avatar: Keith the Thief of the Night, who is a Ranger and a private investigator.

I've played in two PBP games here: Sinister Secret of Sandpoint, and We Be Goblins. Both fizzled out after 3 months.

I am an *old* D&D guy, with roots back in the original LBBs + supplements (Greyhawk, Blackmoor, etc,) and tons of experience as a 1E DM.

I've GM'ed Pathfinder Beginner Box games for my son, but it's been a challenge with only one GM and one player.

I love Golarian and would welcome the chance to play.

Both ideas above sound great. A campaign in Galt appeals to the history geek in me, whereas an island-hopping campaign sounds cool and mysterious. I think idea # 2 might work better long term.

Again, if this isn't PBP, I'm outta luck, but if so I'd appreciate consideration.

Thanks,
Keith

Grand Lodge Goblin Squad Member

Lisa Stevens wrote:
Keith the Thief wrote:

Hey Lisa,

I was one of the Kickstarter backers, and I didn't hear anything about access to the game back in January. I don't remember the level of donation, but I did receive the T-shirt and autographed module. Perhaps my level of donation didn't qualify me. In any event, I thought I would mention this in the forum since there may be others who donated and did not realize it was already underway.

Thanks much,
Keith Parker

Hey Keith. We send emails out to Kickstarter backers pretty much every week. You would be surprised, but almost half of them are never opened and read. Could be a spam filter or we have the wrong email address on file, or whatnot. Please send an email to customer.support@paizo.com and tell Ryan that you aren't getting notifications. He will get to the bottom of what the problem is. In the meantime, feel free to get started!

-Lisa

Yep, it may be something as simple as the spam filter. I know I got updates at first, then it seemed like updates stopped. So it goes. No worries. I'll get it straightened out with customer service and start playing as soon as I can. Thanks for replying!

Grand Lodge Goblin Squad Member

MythicFox wrote:
Keith the Thief wrote:

Hey Lisa,

I was one of the Kickstarter backers, and I didn't hear anything about access to the game back in January. I don't remember the level of donation, but I did receive the T-shirt and autographed module. Perhaps my level of donation didn't qualify me. In any event, I thought I would mention this in the forum since there may be others who donated and did not realize it was already underway.

Thanks much,
Keith Parker

Were you one of the backers for the tech demo Kickstarter, or the second one? Because if it was the first (the tech demo one), that didn't really come with access unless you paid through the nose for the alpha access.

It was the tech demo. That would explain it.

Thanks!

Grand Lodge Goblin Squad Member

Giorgo wrote:

Keith,

Information on this game has been ongoing for over two years via Kickstarter updates, Paizo and Goblinworks forums and emails, exposure on gaming sites and reddit, and Paizo store\blog updates. They have been getting the word out for a while. :)

contact customer support if you have any account questions or concerns :

customer.support@goblinworks.com

It wasn't a complaint as much as an observation. I really don't remember seeing an email about this, and I have tried to stay current, but completely missed this one.

Oh, well. It is what it is. I'll get in touch with customer service and make sure my contact info is up to date.

Thanks for replying. :)

Grand Lodge Goblin Squad Member

Hey Lisa,

I was one of the Kickstarter backers, and I didn't hear anything about access to the game back in January. I don't remember the level of donation, but I did receive the T-shirt and autographed module. Perhaps my level of donation didn't qualify me. In any event, I thought I would mention this in the forum since there may be others who donated and did not realize it was already underway.

Thanks much,
Keith Parker

Grand Lodge

wally.west wrote:
Moved on to D&D 5th edition. I love Pathfinder presentation, artwork, and background for Golarion. But the rules/options in the Corebook and add on rule books are just way too much crunch for my tastes and way too much bookkeeping for a DM who has players who are not familiar with the rules or understand all the options that would be available to them. If the Beginner Box was expanded to 10 levels, I would be in heaven and use it for all my gaming needs.

I agree, but my only player is my teenaged son, who loves crunchy rules and tactical games. We tried 5E but we're very immersed (not to mention invested) in Golarion. I prefer fast play, quick combat resolution, and the players telling me how they go about perception, but I'm an old 0E guy. It's better to keep my son happy and play PFR.

Grand Lodge

Anthony Adam wrote:

Hey all,

is the expectation of the submission a proposal of a quest in 2000 words or the actual fully fleshed out quest in 2000 words?

I'd like to know the answer to this, as well.

And, is there a submissions deadline? I keep reading and rereading, and I can't seem to find a drop dead date.

Thanks,
Keith

Grand Lodge

I started playing D&D in 1978, just as the original edition was giving way to AD&D. The AD&D rule set was much more rigid than original D&D had been. In original D&D if you wanted a character who was a Hill Giant or a Martian Thark then you created one. AD&D was developed as the set of rules to be used for tournament play. The Holmes Basic Set (blue box) pointed players to AD&D if they wanted to go beyond 3rd level. In this case Holmes = PFR BB.

But then, as AD&D took off, there were those (myself included) who longed for the simpler, free-form play of the original rules but without all the messy supplements and magazine articles you needed.

So, TSR developed the basic/expert line, first as a set written and edited by Moldvay and Cook (1981), and later by Frank Mentzer (1983). The Mentzer rules are the ones that became the Basic, Expert, Companion, Masters and Immortal (BECMI) rules.

The dual rule sets did fracture and/or confuse the fans and customers. The settings were also different: AD&D was kinda/sorta set in Greyhawk, while D&D was set in Mystara. That added to the confusion. And sure, there was a lot of common ground between the two but the rules were just different enough to make it weird.

Having said all that, I want to add that I love the PFR BB.
We actually play it over and over again, rather than moving to the Core Rules. And I would love a PFR "expert set" but I just don't see Paizo dividing the base like that.

Grand Lodge

GreyWolfLord wrote:

If you continue to use BB rules, why don't you simply adjust the core rules for BB rule play.

By this I mean, you could use the XP tables to get your characters to higher levels, as well as have a few more races and classes available.

Basically, if the Core rules are too complex, don't use them fully, but use aspects of them you like to expand your BB game. Wouldn't this expand the game beyond 5th level but keep the simplicity of the BB that you like?

In my case I just don't have the time. I barely get to play as is, and it's usually with only one player :-/

I enjoy reading the Core Rulebook, but find the two BB booklets much easier for game play.

Grand Lodge

1 person marked this as a favorite.
Wyntr wrote:
Keith the Thief wrote:
Does anyone know which Wayfinder issues have BB adventures and Sandpoint info? The reason I ask specifically is that my wifi is very wiggy, so I have to limit downloads. If I knew which issue to download it'd be helpful.

Just looking at the reviews and product pages at Paizo.com (for issues 1-11), it sounds like you really want issue #9 and possibly 10 and 11 (quotes are from reviews):

Issue 9

Quote:
Three of the FIVE free adventures within are set near everyone’s favourite starter-town of Sandpoint and playable with naught more than the Beginner’s Box! One of the others is a dwarf-themed quest, complete with six pre-generated dwarven PCs, all of whom have full stat-blocks and biographies, built-in hooks, and their own baggage with the others.

Issue 10

Quote:
a Beginner's Box scenario

Issue 11

Quote:
The Beginner Box adventure, Little Devils, Is politicaly charged. Very well writen

I appreciate the help here. Working from a tablet with limited bandwidth makes it hard to research, but I wanted to download a couple to read while I travel. Thanks much.

Grand Lodge

Does anyone know which Wayfinder issues have BB adventures and Sandpoint info? The reason I ask specifically is that my wifi is very wiggy, so I have to limit downloads. If I knew which issue to download it'd be helpful.

Grand Lodge

FiremanTim wrote:

We play BB with a limit of lvl 5. Each additional 6000 XP grants you another feat.

If there is something not covered in the BB (ie two weapon fighting) we will draw a rule for it out of the Core rules.

I too find the core rules too complex for my taste.

That's a really interesting idea... have you tried any of the higher-level APs or modules using this approach? That might actually work for us if it's not too hard to scale encounters so that the PCs are not hammered by monsters and NPCs with Core Rule feats and skills.

Grand Lodge

Malwing wrote:
Keith the Thief wrote:
We did, and then moved back to the BB. The Core Rules were just too complex for my taste. So, we run various characters up to 5th using any BB adventure we can find.
I keep saying that BB should be revamped to go to level 10 and then print more adventures for it to compete with D&D 5e. It'll be like Kaijudo to Magic: the Gathering, jungle juice to wine, college football to the NFL,

College football to the NFL... good comparison.

And I agree, but I don't think Paizo would.
Back in the early 80s TSR split the fanbase by running separate product lines for D&D and AD&D (what're now called classic and 1E). It was a hard lesson-learned, and I suspect Paizo wants to keep that from happening.

Grand Lodge

We did, and then moved back to the BB. The Core Rules were just too complex for my taste. So, we run various characters up to 5th using any BB adventure we can find.

Grand Lodge

I would buy a Sandpoint Box Set in a heartbeat. There is so much incredibly rich potential in that area I actually find it hard to believe it hasn't been done yet. There are oceans, mountains, forests and, most importantly, dragons. Take my money!

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