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Hey, guys. WotR is the campaign I have wanted to see and play in since I started playing D&D 10 years ago. My group and I are going to run it with me as the GM once we finish our Kingmaker campaign.

I am the de facto GM in the group, but I really want to run a PC for WotR. My group is okay with it as we often have GMPCs to make up for missing people. For those of you who have run this campaign, will it be too much going for me to GM the adventures and run a character? I have read through the first adventure already and there seems to be a lot going on. I feel like I can handle doing both, but thought I would seek the advice of the community. Thanks.


Thanks for the advice. I'll give MapTool a try, but I've never been able to get it to install properly on my PC. Hopefully I can figure it out.


I GM for my group, and I run most everything from my laptop. I am looking at adding a monitor display to use for showing my players maps, portraits and the like. I'm not real great on software, so I need some help with programs.

Basically, I'm looking for a program that I can use that will display the image, maps mostly, and allow me to cover unexplored areas of the map and uncover them as the area is explored. My players aren't really into mapping and it kind of slows things down.

It doesn't need to be a VTT. We have a gaming table that one of our guys built. I'm not opposed if this is the best option, but I really don't need all the features they include.

Thanks in advance for your help.


Thanks for the suggestions. It made sense to me that when I redistributed the EPs it would take care of his face. I'm sure my DM will agree to that.

As for the crit rules, sure they're harsh, but the added drama has been tons of fun. Sure it stinks one of the main features of my class is essentially worthless, but its been fun to improvise and think more strategically. Used more summoned monsters last night than in my whole experience with D&D or PF.


Hey, guys. I need help. In the campaign I'm in we decided the 2nd edition crit rules and tables. What this means is that crits deal max damage plus an added effect. Creatures smaller than you don't do anything too bad, but creatures larger than you can absolutely wreck you if they roll well.

That's exactly what happened to my poor eidolon. A troll crit him and the effect was "snout destroyed (no bite anymore) 1/3 movement and penalty to attack." And these effects are permanent until fixed magically.

My question is this: is there any way I could fix my eidolon prior to finding a cleric or Druid high enough level to cast regeneration? Eidolons don't heal unless healed. I thought maybe when I leveled I could redistribute my EPs and fix it that way, But the bite is a free evolution by the base quadruped form. I'm not sure what to do.

I was hoping someone with more knowledge or a similar experience could shed some light on how to fix my precious pet. Thanks in advance for your assistance.


Lillian sprints through the woods having heard the bells chiming from the distance. She couldn't believe all the nonsense her teacher put her through: meditating, trying to see how the forest feels today. Didn't she know how important this day was.

Lillian arrives to see the crowd is already assembled and the ceremony has started. Her companions have all stepped forward and look set to accept the lantern. She sees Yorn step forward and then Shalee with her a display of her bladesmanship. Now's my chance. she thinks.

Lillian hurries up next to Maggie, hoping no one noticed her tardiness.


I'm starting a campaign as a gunslinger. I'd like my character to craft some sweet guns and awesome ammo for himself as he kind of eschews magic. The problem with alchemy is that it kind of tops out at alchemist's fire and dragon's breath alchemical cartridges.

I'm curious if there are any rulebooks out there that contain rules for a more diverse assortment of alchemical items and more powerful items.

Thanks in advance for your help.


I'd like to be friends with Mark. I can see myself being friends with Kira. I'm not real familiar with oracles, but an oracle of the wind definitely sounds up my alley. We'll see how she turns out.

I don't see myself being enemies with anyone. Lily is pretty even-keeled that way.


Lillian struggles with the eccentricities of her mentor, Olmira Treesong, every day. It is clear to Lillian that her mentor prefers to be one with nature (she would not be the list bit surprised to find out Olmira aspires to be a tree or shrubbery of some sort).

Lillian is the fundamental opposite. She is in awe of the godly fury of nature and yet brought to her knees weeping at the beauty and peace that falls upon the land when the storm passes. Nature is something to be revered and respected.

As a child, Lillian watched in terrifying awe as a tornado demolished her family home. Such fury she felt towards nature watching that. What kind of cold, uncaring force would bring destruction down upon innocents in such a way? And then it happened. The storm passed, and over her house appeared the brightest, most vivid rainbow she had ever seen. Even to this day. As quickly as the fury arose within her it subsided and was replaced with reverence. Lily knew that day that she would learn to control nature, to master it. She realized that as much as nature could be a force of destruction, it could be a force for creation and healing and good.

So despite her eccentricities, Lily realizes that she needs Olmira to teach her and show her. Plus, she is one of the only druids regularly about town. There is no one else to teach her anyway.


Mark, I feel like Lillian would be friends with you. Despite her druidic focus on controlling the elements of nature rather than appreciating and using animals to do her bidding, she would appreciate the relationship you have with Maggie.


I appreciate it, Dave, but I don't want to inconvenience you. I've run large group adventures IRL and they're hard enough. I can chill and wait to see if someone leaves the party.


I know you said you were full, but I was in the throes of rolling my character up when you posted that message. Very disappointed. I've been wanting to try PbP for a long time now, and this seemed like a great chance to do so that didn't seem as terrifying as most of the other recruitment thread. I figured I'd post my character on the off chance that someone bails.

Lillian Lark:

Character
Lilian Lark
Female Human Druid 1
N Medium Humanoid (Human)

Init +6; Senses - Perception +8

Defenses
AC 15, touch 12, flat-footed 13
Fort +3, Ref +2, Will +6

Offenses
Speed 30 ft.
Melee Quarterstaff -1 (1d6-1/x2)
Ranged +2 Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Statistics
Str 9 Dex 14 Con 12 Int 12 Wis 18 Cha 12
Base Attk +0 CMB -1 CMD 11
Feats - Spell Focus (evocation), Improved Initiative
Traits - Child of Nature, Gifted Adept (Produce Lightning)
Skills - Climb +3, Fly +6, Heal +8, Knowledge (nature) +8, Perception +8, Survival +10 (11 to find water), +3 Swim
Languages - Common, Druidic, Sylvan
SQ - Nature’s Bond (Air domain), Nature Sense, Wild Empathy

Special Abilities
Orisons
Spells

Combat Gear
quarterstaff, light wooden shield, leather armor, druid’s kit

As a small child, Lillian and her family lost their home to a massive tornado. Ever since, Lillian has been obsessed with gaining mastery over nature. Lillian was not interested in power or destruction or anything malevolent. No, Lillian wanted to be able to stop nature's fury from exacting its wrath on innocents in the future. While certainly comfortable with animals and able to commune with them, Lillian's talents lie in her ability to control the elements and help those affected by her unbridled fury.


Thanks for the suggestions, everyone.

I hadn't thought of Gestalt, but I've tried that in the past and didn't love it. And given that it'll be predominantly an urban adventure, companions won't fit well.

I'll likely grant Leadership as a bonus feat at the appropriate level. Though I'll have to see how it works in with the organization rules. It gives the cohort which is probably the most important.

Thanks, Der Origami Man, for your suggestions. I'll probably use a lot of those.


Good evening, everyone!

My buddy and I are about to embark on a campaign to establish a thieves' guild/black market organization using the Ultimate Campaign rules in the city that our main group is currently building for the Kingmaker AP. It may or may not have any impact on our main group's campaign. If it does, our 2 characters would probably show up as villains at some point.

I made this post to solicit suggestions on what I could do to make our 2 characters strong enough to survive the trek to higher levels.

I plan on using the heroic method for rolling ability scores (2d6+6) and granting 2 traits. Most of the adventures will entail urban escapades using predominantly NPCs as opposed to monsters. I will scale them down some to be sure, but 2 PCs can be easily overrun.

Anyone else have any thoughts on what I could do or allow for our PCs to make them more powerful than the standard adventurer without making them ridiculous?

Thank you in advance for your responses.


I see absolutely zero problems with either backstory. As a DM for largely power gamers, I'd give my left arm and probably my right leg to have anyone in my group make a story with that level of detail.

Full Name

josephineetravis angelineealvarez

Gender

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Age

21

Location

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About hadleyehaley

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