Hrokon

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205 posts. Alias of Raven34.




Hi
I'm recently moved to Crosby and I am looking for a game.
I'm male and in my forties and have been playing various games for more than 30years
I'm particularly interested in Pathfinder or D&D 5th but will play other games too.
I would prefer evenings, Friday and Thursday will probably be best,I cannot guarantee more than about 90% attendance due to work and family commitments
anyone out there please?
thanks
R


how many creatures can an archer shoot through and still attack his target

an example a (medium size) archer is in a 5ft wide corridor
he comes across 3 (medium size) orcs, the front two are fighters the back one is a wizard so the archer shoots at the wizard, can he do this?
what is his minus to attack?
what if there are 4 orcs in front of the orc wizard (or 40!)
what if the archer has improved precise shot

what rules are pertinent to this?
what else needs to be considered


Hi!
I am looking to start up a game, preferably pathfinder but something else will do,
I dont really want to GM (on occasion maybe)
I work odd hours and can't commit to a lot
(I had a really good game here in Worthing but i had to leave because it started too early and i could not make it much of the time!)

My thoughts for this game are as follows;
we play in person at least once a month
and also use these boards in between games (to keep the continuity going), so this game will be a hybrid PHB and "normal" face to face game

I am thinking that we play from 8pm to about 11 or 12pm on a tuesday wednesday, thursday or friday

I probably need to others to make this work, one of whom will be willing to GM
any takers?

obviously the specifics are not set in stone and we can change times and frequency a bit

and please just reply if you live near me! perhaps we can come up with something else
Ravi


i have just started dming a campaign but am a few players short
so i need one or two more
i need players who can post most days during the week
the game will be high on action, but as it is a PBP there will still be plenty of roleplaying,
anybody interested? please make up a charcter and join in!
more info on the discussion and PBP threads

some info below

I have had some thoughts about running a dragon campaign before, I appreciate some of the difficulties involved and realise that a dragon campaign is automatically a medium to high level when it starts

My thoughts are that we count the dragons’ hit dice as levels and that being a dragon is a class, when enough exp is gained to go up a level the dragon levels up, if the dragon then has enough HD to be a dragon of a higher age category then it gains all the abilities as if it had aged, we start with all dragons at 8HD.

The dragon PCs will be like gestalt characters (multiclass) they pick ONE and only one class which they run alongside their dragon class (e.g. they are a level 8 paladin and level 8 dragon).

The dragon class has d12 hp, good base attack progression, all saves being good and 6 skill point’s level
So the other class adds special abilities, feats, spells and extra class skills (a rogue would also have two extra skill points a level)

My idea is that....
The dragon’s souls have been magically joined with humanoid ones (this happens while they are still eggs)
Basically all the dragons will have two true shapes, their normal dragon shape and their medium size (or small) humanoid shape (standard races only), PCs can freely (a standard action) change between the two shapes
In humanoid form they keep their abilities and senses, stats only change due to size modifiers, they do lose their natural armour bonus though. When in their humanoid shape they count as a member of that race for purposes of magic. They do not get any extra abilities that the humanoid race has

I have used the old council of wyrms setting for some inspiration. Your characters are all hatchlings, dragons learn much while they are eggs, and you have had a lot of magic used in your creation so
the game will start with you being born,

take the base dragon stats
then add one of these to each stat
8,6,4,2,2,0

hitpoints are max level 1 and 7 for other levels

you have 10000gp worth of items that will be in a chest nearby
you can have anything you like from core rules

btw i will allow most magical items to work in either form
but armour will not
all pc's will also get a backpack of holding that will hold 300 lbs and only wiegh 10 lbs (i dont want us caught up in encumberance rules)
this backpack tranforms to fit dragon or humanoid

please note that weapons do not change size

BTW for encounters i will start with counting you as 3-4 level higher


Drumas asks "any questions?"


we will continue here...

Recap.......

I have had some thoughts about running a dragon campaign before, I appreciate some of the difficulties involved and realise that a dragon campaign is automatically a medium to high level when it starts

My thoughts are that we count the dragons’ hit dice as levels and that being a dragon is a class, when enough exp is gained to go up a level the dragon levels up, if the dragon then has enough HD to be a dragon of a higher age category then it gains all the abilities as if it had aged, we start with all dragons at 8HD.

The dragon PCs will be like gestalt characters (multiclass) they pick ONE and only one class which they run alongside their dragon class (e.g. they are a level 8 paladin and level 8 dragon).

The dragon class has d12 hp, good base attack progression, all saves being good and 6 skill point’s level
So the other class adds special abilities, feats, spells and extra class skills (a rogue would also have two extra skill points a level)

My idea is that....
The dragon’s souls have been magically joined with humanoid ones (this happens while they are still eggs)
Basically all the dragons will have two true shapes, their normal dragon shape and their medium size (or small) humanoid shape (standard races only), PCs can freely (a standard action) change between the two shapes
In humanoid form they keep their abilities and senses, stats only change due to size modifiers, they do lose their natural armour bonus though. When in their humanoid shape they count as a member of that race for purposes of magic. They do not get any extra abilities that the humanoid race has

I have used the old council of wyrms setting for some inspiration. Your characters are all hatchlings, dragons learn much while they are eggs, and you have had a lot of magic used in your creation so
the game will start with you being born,

take the base dragon stats
then add one of these to each stat
8,6,4,2,2,0

hitpoints are max level 1 and 7 for other levels

you have 10000gp worth of items that will be in a chest nearby
you can have anything you like from core rules

btw i will allow most magical items to work in either form
but armour will not
all pc's will also get a backpack of holding that will hold 300 lbs and only wiegh 10 lbs (i dont want us caught up in encumberance rules)
this backpack tranforms to fit dragon or humanoid

please note that weapons do not change size

BTW for encounters i will start with counting you as 3-4 level higher


All of you have been called for an audience with your grandmother Divaste
You are all asked to wait outside the room she uses for meetings and are ushered in together (this is unsual she must have visitors)
The room has three people in it other than the PCs,
there is Divaste, Shalesser (Shal for short) and a dwarf

Divaste waits until you are all seated and says "welcome my children!
I have a very important mission for you"
Divaste smiles at you and says “you are going to rescue some dwarf younglings!”

I will hand over to my daughter

Shal continues “this is Master Orrin Stormhammer, son of the clan chief
His tribe need your help” (she grins mischievously!)

His tribe were running a mithral mine about a weeks travel away; they had found a good vein of it when they were attacked by Deurgar lead by some Drow from house R’zinn (the 9th house)
The dwarfs were outnumbered and overwhelmed; many had been away at the time,
The dwarfs want their home back; we are going to help them!

The main problem that master Orrin has is the hostages, there are 40 or so young dwarves who will be killed if the dwarves try to reclaim their home, there are also about 100 adult dwarves being used as slave labour. These dwarves are also to fearful to do anything because of their young

You lot are going to sneak in and secure the young dwarves at which point myself and 50 armed dwarves will come and join you, we will free the other dwarves and kill the Deurgar,
There are 8 Drow who need to be taken care of; they are your priority after the young are secured,
The younglings are being watched by a couple of gauth (beholderkin) obviously they need to be taken out too

So get in, kill the gauth, secure the young dwarves, deal with the R’zinn, and kill Deurgar!

Any Questions!!

Info on Shal

Spoiler:
Shal is Divaste’s youngest daughter and the most un Drow like of all the children, she is actually quite friendly and nice to the rest of you, she is a free spirit and if you have a favourite aunt it will be her, she is only a bit older than you and is very widely travelled, she has travelled to various places above ground, when you were younger she would come home and tell you tales of all the exiting places she visited and also bring you presents which is almost unheard of in Drow society,! Normally a Drow like Shal would not have been allowed such free rein and would have been brought into line but Shal is very good at what she does and is very tough and able, there are several stories of other Drow being killed because they underestimated Shal
Shal is a spellsinger (a bard) of some power. She always has her two short blades (Razzle and Dazzle at her hips)
Shal has a very unusual sense of humour!


some info for you

you are based in Menzoberenzan (i will correct spelling later)
it is similar to "canon" forgotten realms with some differences

it is a city of 20000 drow
103 noble houses

100,000+ non drow

you belong to the 12th noble house

houses 1-8 run the city and are on a council

all other matron mothers want to be on this council

you matron mother would rather not be house number 12, she feels it attracts too much attention, she is slightly strange for a drow, she does no seem to particulaly want to be on the council
but if four more houses are destroyed she will be!

the houses are in a constant state of war
it is done secretly but it is encouraged
over time houses are destroyed and others move up

the idea is that only the strong survive

it is a mostly racist and sexist society
with female drows at the top of the pile

as a house you are more poweful than all those below you
what is not widely known is that you are probably more powerful than most above you

there are to your knowledge 100 noble drow in you house 500 non noble drow and several thousand slave soldiers


Rav’s Drow Adventures
I have an idea I would like to try
I have GMed a bit but not for a PBM
The (initial) setting would be a Drow city
All pc’s would be Drow level 6 (noble drow)
All part of the same noble house
Alignments any except chaotic evil and lawful good
No “psychotic evil” please, you can play someone evil but No random killings e.g. You can rob a merchant and kill him so you can’t be identified but don’t go and slaughter a caravan because you can.
Also you are essentially at war with the other ruling houses so you can kill other drow and still retain a non evil alignment
And please no major party infighting, you can insult each other and let each other down, i.e. leave someone in a fight but no “I’m going to cut his throat because I’m bored”
Also there is some family loyalty
You house matriarch does not want you killing each other for no reason, also she rewards and gives status according to ability rather than gender so in the house male and female are roughly equal although when in normal Drow society the male is subservient to the female
Your noble house would be a bit like a mafia family

Spoiler:
Stat array 18, 16, 14, 13 12, 10
We will use pathfinder core rules only
All clerics worship Lolth (she is NE )
The setting is sometime before Lolth's disappearance in the forgotten realms
Hp max level then half plus 1
All starting characters get one fate point, basically you can use it to survive an encounter
Free feat daylight adaption (you have been trained to operate in bright light so no penalties)
Equipment 1000gp
Plus Elven chain+1 (bracers ac 4 for wizards sorcerers or monks)
Elven cloak
8 doses Drow poison (last one hour if put on blade dc 13 fort save)
Two +2 equivalent weapons
Any one other item of 4000gp or less

You are all related to one another, for simplicities sake you are all cousins (or siblings), your grandmother is the Matriarch and you are the children of one of her eight children, you can’t be the child of her firstborn or seventh born or eighth born children

the focus will be more on ACTION than roleplay (it is a pbm so there will still be a lot of roleplay)
I will be using excel spreadsheets to sort out combat so i will need email adresses
i will try to post every weekday and will expect pcs to do the same

i need 4 or five players who will post regularly

Does this sound like a game for you?

ps there may be a few minor changes to the rules to make it easier in a pbm, iniative rolls for everyone will automatically be a 10
so people will know straight away when they are going to act
(i have noticed that sometimes you have to wait a few extra days just because someone has not rolled there iniative)

Full Name

Destany Marr

Race

human

Classes/Levels

oracle (metal)/1

Gender

HP 10; AC 17 (T 13, FF 14); saves fort 2, refl 2, will 2; bab 0 melee 2, ranged 2, CMB 2, CMD 15, init +2, perc +5

Size

M 5'4" 125 lbs

Age

18

Alignment

LN

Languages

Common

Strength 14
Dexterity 14
Constitution 12
Intelligence 10
Wisdom 8
Charisma 16

About Destany Marr

background:
It was never easy to be born on the wrong side of the sheets. Yet it saved young Destany's life. She was born just a scant 16 years ago, her mother, Alora, a young and somewhat wanton housemaid in the royal household. When she discovered her condition, Alora fled, with nothing more than her few belongings and her uniform. She ran for her home deep in the woods, outside the borders of Brevoy, in the River Kingdoms, where her family took her in without question. Lowly woodcutters and lumberers, they were kindly folk, but they were disappointed in Alora when they discovered her condition.

When Destany was born, her grandmother was shaken by the omens she saw - a murder of crows on the tree outside the family home, the fire in the hearth going out. Still, she allowed her daughter and the bastard child to stay in her home.

Destany quickly proved to be as wild as her mother, hard to control and harder to train. When she was four, something strange began to happen... It was as if she were suddenly cursed, and her whole family, even her laconic uncles, were spooked by her oddness. Strange sounds and coloured lights would sometimes swirl around her, and she would talk to the air around her as if she were surrounded by invisible folk.

As she grew, she frequently spoke to no one in particular and would play with practice weapons, sparring against invisible foes. While this wouldn't seem odd for a child, such flights of fantasy were the norm for Destany and she insisted her imaginary friends were quite real.

As she grew, she continued to show no interest in 'womanly pursuits' like cooking or sewing. Her grandmother gave up on her, perhaps a bit too easily, and condemned her as 'unmarriage-able', and declined to try to find her a husband, which was fine with Destany.

Destany was determined to make her own way in life. With her family's encouragement, she did what her mother had done 17 years earlier, and walked out of the family home. She never looked back.

Her first foray out of the forests and she had nothing to her name except a few essentials for survival and a piece of her swaddling cloth - the white and gold tattered remains of a uniform depicting part of a red dragon wielding a sword.

Less than a month away from home, she found herself in a back alley in the city of New Stetven, and hard pressed by a gang of three toughs after just one thing. Cornered, Destany led them on slightly, with every intention of beating them senseless once they got close enough for her to attack their most vulnerable spots.

To her surprise, when she went to grab one of them by the cojones and twist, a knife manifested from her hand out of seemingly nowhere, and she actually severed his testicles from his body. At the terrifying sight, his two companions, who had only wanted a bit of fun and pleasure, fled into the night. Terrified of the sudden appearance of the knife, she dropped it, whereupon it disappeared. She grabbed her small pack and fled as well.

When she stopped running, Destany curled up in an unused corner of a stable and wept in fear and horror at what she'd done. But it wasn't long before the voices came and reassured her that all was well and she wasn't alone. The voices told her they were her long-lost ancestors and would never leave her. They informed her of her gifts with metal and how she could manifest any weapon she wanted by just thinking it into her hand.

Finally, the panic left her and she relaxed, and fell into a deep sleep. She was found in the morning by Jehan, the owner of the stable, a weapon smith in service to House Surtova of New Stetven. He took her in and taught her his craft, and she trained alongside his own two sons for a year, learning everything she could of weapons and their manufacture and use.

When she was 17, Destan was working at the forge one day, when a young man came into the forge. He was good-looking and personable, and she fell almost instantly in love with him. He was taken by her fine looks and pleasant demeanor, something she had learned from the smith and his sons in the past year - how to hide her 'voices' and strange behaviors.

She had no idea that the man, Regan, was a young scion of House Surtova. She knew only that he was a customer of the shop and deliciously handsome. The two of them became quite good friends before long and one thing led to another and he asked her to marry him. But his family would have none of the relationship. She wasn't highborn enough for him, and they put a stop to it. She had had no idea he was nobility at all, no less, the second son of King Noleski himself. The King secretly had her locked away. All Regan ever knew was that she was gone.

Destany had nothing in her cell but her voices and a few belongings she had on her when she was taken. Held for no reason she was ever told, she was a nameless, faceless prisoner for almost 3 months. Then they came with their offer of freedom...

(Essentially, she is a lone survivor of House Rogarvia, born and raised outside Brevoy and spared the 'disappearance' of the entire clan. Of course she's still a bastard child and has no claim to anything, and her only sign she has of her inheritance is the remains of her mother's maid's uniform and her mother's word, which she's never told to anyone - not even Destany would know of it, except the spirits haunting her are those of some of her lost ancestors)

crunch:

HP 10; AC 17 (T 13, FF 14); saves fort 2, refl 2, will 2; bab 0
melee 2, ranged 2, CMB 2, CMD 15, init +2, perc +5

specials:

curse: haunted - Malevolent spirits follow you wherever you go, causing minor mishaps and strange occurrences (such as unexpected breezes, small objects moving on their own, and faint noises).
Effect - Retrieving any stored item from your gear requires a standard action, unless it would normally take longer. Any item you drop lands 10 feet away from you in a random direction. Add mage hand and ghost sound to your list of spells known.
At 5th level, add levitate and minor image to your list of spells known.
At 10th level, add telekinesis to your list of spells known.
At 15th level, add reverse gravity to your list of spells known.
mystery: metalClass Skills: An oracle with the metal mystery adds Appraise, Bluff, Disable Device, and Intimidate to her list of class skills.
Bonus Spells: lead blades (2nd), heat metal (4th), keen edge (6th), versatile weapon (8th), major creation (metal items only) (10th), wall of iron (12th), statue (metal statue instead of iron) (14th), repel metal or stone (16th), iron body (18th).
revelations:
Iron Weapon (Su): You can create a melee simple or martial weapon that lasts for 1 minute for every oracle level you possess. This weapon is appropriate for your size and entirely made of metal (even if it would normally include non-metal parts, such as a spear’s shaft) but functions as if it were a normal weapon of its type. You are considered proficient with this weapon. The weapon disappears after 1 round if it leaves your grasp. At 3rd level, the blade is made of cold iron. At 7th level, 15th level, and 19th level, the blade gains a +1 enhancement bonus. At 11th level, the blade is made of adamantine. You can use this ability a number of times per day equal to 3 + your Charisma modifier. 7x/day

skills:
craft: weapons 5 diplomacy 7, disable 6, intimidate 7, perception 5

languages:
Common

feats:

Abundant revelation +1 use of iron weapon/day
dodge +1 AC

weapons:

lucerne hammer, +2 to hit, 1d12+2 dmg (3d6+2 w/ lead blades), x2, P/B, reach, brace
earthbreaker, +2 to hit, 2d6+2 dmg (3d6+2 w/ lead blades), x3, B
great sword, +2 to hit, 2d6+2 dmg (3d6+2 w/ lead blades), 19-20/x2, S

(no lead blades til 2nd lvl though)

equipment:

backpack
bedroll
rope 50' silk
flint/steel/tinderbox
belt pouch
chain shirt

spells:

0 - det magic, stabilize, purify food/drink, spark, create water, mage hand, ghost sound
1 (5/day) - CLW, liberating command, sun metal, shield of faith

(at 2nd lvl, gains lead blades spell)

traits:

bastard: Benefit You take a –1 penalty on all Charisma-based skill checks made when dealing with members of Brevic nobility but gain a +1 trait bonus on Will saves as a result of your stubbornness and individuality. (The penalty aspect of this trait is removed if you ever manage to establish yourself as a true noble.)

eyes and ears of the city(forest): Benefit You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.