Droogami

TPJ's page

Organized Play Member. 33 posts (1,847 including aliases). No reviews. No lists. No wishlists. 20 aliases.


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For anyone new to OSR-style play, I'd recommend having a look at the following docs (all free), which delve into some of the philosophy behind the play styles.

Quick Primer for Old-School Gaming

Principia Apocrypha: Principles of Old School RPGs, or, A New OSR Primer

Philotomy's Musings

The second doc on the list, Principia Apocrypha, may be of particular interest as it's written from the perspective of players coming from modern systems (d20, PF1, 5e).

As far as systems go, OSE is all the hotness currently because it's fairly easy to run and play. It's 100% compatible with older Basic D&D material and running AD&D adventures with it should be trivial to convert. The big difference is OSE characters tend to be less powerful than their AD&D counterparts.

I've played a bit of Castles & Crusades and I like the system. For me it falls under the banner of "it's all just D&D once you get rolling." I have heard some people dislike the Siege Engine resolution mechanics though. But the Players Handbook is free in PDF form and it's all you need as a player.

OSRIC is also free and a clone of AD&D 1e. It was primarily created in the mid-2000s as a system reference document for people to be able to publish new 1e adventures and probably lacks a lot of the flavor of other systems because of that.


I'm going to be traveling for the next several days and offline for much of it. I'll be figuring out my character in the meantime.


Stat rolls:

4d6 ⇒ (5, 4, 5, 1) = 15
Re-roll 1 1d6 ⇒ 3
Drop lowest ⇒ 14

4d6 ⇒ (6, 1, 6, 6) = 19
Re-roll 1 1d6 ⇒ 1
Drop lowest ⇒ 18

4d6 ⇒ (1, 4, 3, 6) = 14
Re-roll 1 1d6 ⇒ 4
Drop lowest ⇒ 14

4d6 ⇒ (2, 6, 6, 6) = 20
Re-roll 2 1d6 ⇒ 5
Drop lowest ⇒ 18

4d6 ⇒ (6, 3, 5, 1) = 15
Re-roll 1 1d6 ⇒ 6
Drop lowest ⇒ 17

4d6 ⇒ (1, 4, 2, 1) = 8
Re-roll 1 1d6 ⇒ 4
Re-roll 2 1d6 ⇒ 2
Re-roll 1 1d6 ⇒ 6
Drop lowest ⇒ 14

Final scores: 14,18,14,18,17,14

That pretty much opens up everything. Personally I have a fondness for Mages and Druids, but I've got some reading and thinking to do.


Hi there. I'm gonna give this a go. I've played B/X, 1e and 5e with a lot of downtime in-between.

4d6 ⇒ (2, 1, 1, 6) = 10 = 9
4d6 ⇒ (2, 3, 5, 4) = 14 = 12
4d6 ⇒ (2, 6, 3, 6) = 17 = 15
4d6 ⇒ (3, 3, 6, 2) = 14 = 12
4d6 ⇒ (2, 6, 2, 4) = 14 = 12
4d6 ⇒ (1, 5, 2, 6) = 14 = 13

I just finally cracked open Xanathar's Guide so I'll see what catches my eye. I'm thinking probably an Arcane class.


Dotting. I’d love to play some 2e.


Dotting. I'm feeling the itch to try Pathfinder again (I mostly play 5e).

I'm looking over the occult classes now, but I'm also thinking a witch who has to practice in secret may fit into this world.


I'm intrigued, but I'd also prefer regular play over AL. I've got a human druid and a wood-elf monk both half worked up. I'm looking over the UA archetypes for both to see if anything interesting jumps out at me.


Feeling lucky ...

4d6 ⇒ (6, 4, 1, 1) = 12 - 11
4d6 ⇒ (5, 4, 2, 4) = 15 - 13
4d6 ⇒ (2, 2, 4, 1) = 9 - 8
4d6 ⇒ (3, 2, 5, 6) = 16 - 14
4d6 ⇒ (4, 2, 4, 6) = 16 - 14
4d6 ⇒ (3, 6, 4, 6) = 19 - 16


I'm also from the previous game. Warlock or Wizard for me.


Any alignment restrictions?

I've got a variant human warlock/rogue pretty much ready to go.


Sigh. I shouldn't ... but ...

A heist... 5E... Not having to DM...

Yeah. I'm interested. Either setting.


Here's my application, Lazarus Baer, Human Necromancer. I'm looking forward to this as it combines my two loves, old-school adventures and horror.

Lazarus Baer:

Lazarus Baer
Male Human necromancer 1
TN Medium humanoid (human)
Init +3, Senses Perception +8
=================================================
DEFENSE
=================================================
AC 12, touch 12, flat-footed 10 (+2 Dex, )
hp 7 ((1d6)+1)
Fort +1, Ref +2, Will +3

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged dagger (thrown) +2 (1d4-2/19-20)
Special Attacks Grave Touch, Power Over Undead ~ Command Undead,

Prepared Spells
Wizard (CL 1st; concentration +6)
1st-cause fear(DC 16), mage armor(DC 15), sleep(DC 15)
0th-daze(DC 14), light, detect magic
=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 7, Dex 14, Con 12, Int 18, Wis 12, Cha 14,
Base Atk +0; CMB -2; CMD 10
Feats Alertness, Command Undead, Scribe Scroll, Spell Focus (Necromancy)
Skills Bluff +3, Knowledge (Arcana) +8, Knowledge (History) +8, Knowledge (Planes) +8, Knowledge (Religion) +8, Perception +8, Spellcraft +8,
Traits Arcane Temper, Seeker, Spirit Sense,
Drawbacks Power-Hungry
Languages Abyssal, Common, Infernal, Sylvan, Truespeech
SQ abjuration opposition school, arcane bond, arcane school, bonded object, bonus feat, bonus wizard spell, cantrips, necromancy school, skilled, transmutation opposition school,
Combat Gear rations (trail/per day) (5),
Other Gear dagger (2), outfit (traveler's), backpack, common, flint and steel, ink (1 oz. vial), inkpen, waterskin (filled), spell component pouch, signet ring, spellbook (wizard's/blank), 41.4 gp
=================================================
SPECIAL ABILITIES
=================================================
Abjuration Opposition School You have chosen abjuration spells as an opposition school. Preparing an abjuration spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an abjuration spell as a prerequisite.

Arcane Bond (Su) You have selected to establish a powerful arcane bond with an object.

Arcane School

Arcane Temper You have quick reactions and fierce concentration. You gain a +1 trait bonus on concentration and initiative checks.

Bonded Object Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be held in one hand. When attempting to cast a spell without your bonded object worn or in hand, you must make a concentration check or lose the spell (DC 20 + the spell's level). A ring or amulet occupies the ring or neck slot accordingly.

Bonus Feat Humans select one extra feat at 1st level.

Bonus Wizard Spell Add one spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level he can cast.

Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.

Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for 1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 1 Hit Dice. You can use this ability 7 times per day.

Necromancy School You have chosen to specialize in necromancy spells.

No Racial Subtype You have chosen no racial subtype.

Power-Hungry You're addicted to power. You take a -2 penalty on Will saving throws against charm and compulsion effects if the creature creating the effect promises wealth or power.

Power Over Undead

Power Over Undead ~ Command Undead (Su) You can channel energy 7 times per day to command undead. You can command up to 1 hit dice of undead. The will save DC of your command undead attempts is 12.

Seeker You are always on the lookout for reward and danger. You gain a +1 trait bonus on Perception checks, and Perception is always a class skill for you.

Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.

Spirit Sense You are so attuned to the spiritual world that it is hard to get the jump on you. You gain a +2 trait bonus on Perception checks to avoid being surprised and to detect invisible or incorporeal creatures.

Transmutation Opposition School You have chosen transmutation spells as an opposition school. Preparing an transmutation spell takes up two spell slots of the same level. You take a -4 penalty on any skill checks made when crafting a magic item that has an transmutation spell as a prerequisite.

=================================================
Spellbook (Wizard's/Blank)
=================================================
Wizard Spells
1st -cause fear, chill touch, mage armor, ray of enfeeblement, ray of sickening, sleep, unseen servant
0th -dancing lights, prestidigitation, arcane mark, detect poison, bleed, haunted fey aspect, daze, disrupt undead, read magic, ghost sound, flare, acid splash, light, detect magic, ray of frost, spark, *touch of fatigue

=================================================
Background
=================================================

Lazarus Baer hails from Ustalav. He's a former professor of history at a local university in Caliphas who left with his family to a smaller countryside village after tiring of the internal politics. He became principal of the local school, and for years he and his family quietly lived in peace. Then one fateful night, they welcomed a weary traveler to their home to join them for dinner. They quickly discovered the traveler was a roaming vampire seeking fresh victims. The vamprire attacked Lazarus and his family. Lazarus was able to kill the creature with a silver dagger that had been a family heirloom, mostly because the creature was weak from hunger. However, it was too late for his wife and children.

Alone and broken, Lazarus spent several years in seclusion trying to learn all he could about the bridges between life and death. He'd finally apprenticed himself to a powerful Necromancer in Caliphas, who taught him the basics of magic with the promise of one day teaching him to become a more powerful wizard. The Necromancer was old and nearing the end of his life, and called upon Lazarus
to assist him with a dangerous ceremony by which he would transfer his soul from his body and live on eternally as a Lich. Lazarus, horrified at this prospect, sabotaged the ceremony and the Necromancer died.

Alone again, Lazarus has taken to traveling Golarion in search of knowledge about both life and death, and hoping to amass the power he needs to master death without it costing him his soul. He is currently settled at least temporarily in Sandpoint.

--
Have a Goal: Lazarus seeks mastery over life and death itself. He sees himself in a position of balance between the two, and with great care and precision he can maintain that balance without falling to darker forces.

Have a Reputation: He's always friendly, but distant, and always carries a stack of books with him. He's quick witted but never gets close.

Have a Friend: There is an old colleague from his university, Szandór, whom Lazarus has continued to correspond with over the years. He's aware of the tragedy that Lazarus has faced and has remained supportive as he's pursued the dark arts, though he has expressed concern that Lazarus's lust for power may one day consume him.

Have a Home: Currently Lazarus rents a small room in Sandpoint. He still has his house in the Ustalav countryside.

Have a Signature Item: Lazarus still carries the silver dagger that he used to kill the vampire so many years ago. It has a skull engraved in the hilt.

Have a Problem: Lazarus wants to amass enough power to bring back his family, even though he knows this is nigh impossible to do.

Have a Secret: Lazarus sabotaged the Necromancer's ritual by accident and fully wanted to see him become a powerful Lich. He's taken credit for doing it deliberately to avoid questions about his motives.

Have a Reason to Be Brave: Lazarus does not fear death, having been so close to it, and seeks instead to master it.


Question for the GM - are you allowing taking a drawback for an additional trait?


Dot. Currently building a Human Wizard (Necromancer).


Dot. I've been eyeballing this AP since I love horror-themed adventures.


Dot. I've been GM'ing a few 5E games on these boards. I'm trying to learn to love Pathfinder again (never GM'd it though). :)

I'll go with 20 point buy, either a witch or a paladin.


@GM Kip I'm leaving the decision open right now, but Beast Conclave does look like it might be more fun than the Hunter Conclave.


Here's my submission, Ràghnall MacGuaire, Variant Human Ranger using the UA Revised Ranger build. I'll flesh out the backstory shortly.

Ràghnall MacGuaire
Race: Variant Human Background: Outlander Class: Ranger /1
STR 12 (+1) DEX 16 (+3) CON 14 (+2) INT 10 (+0) WIS 14 (+2) CHA 8 (-1)
HP 12 (HD:1d10)
AC 14
Initiative +3
Speed: 30
Proficiency +2
Alignment: Neutral
XP: 0

Proficiencies:
Saving Throws: STR +3 DEX +5
Skills: Class: Insight +4 Perception +4 Stealth +5 Race: Acrobatics +5 Background: Athletics +3 Survival +4
Weapons: Simple weapons, Martial weapons
Armor: Light, Medium Armor, Shields
Tools: Musical Instrument (flute)
Languages: Common, Goblin (class), Sylvan (background)

Class & Race Abilities:
Class Features:
Saves: STR +3 DEX +5
Skills: Insight +4 Perception +4 Stealth
Class Features:
Favored Enemy - (Humans, Goblins) +2 damage rolls, adv on Survival checks to track, adv on Int checks to recall information
Natural Explorer - ignore difficult terrain, adv on init, on first combat turn adv on att rolls vs creatures who haven't acted yet

Race Features:
Ability Scores: +1 DEX +1 WIS
Skills: Acrobatics +5
Languages: Common
Feat: Sharpshooter - Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls, Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
Other:


Inventory:

Coins & Gems:
GP 10
EP
SP
CP

Armor: Leather (11 base AC)

Weapons: Longbow, 2 Short Swords, Quarterstaff

Readied Items: Longbow

Trinkets: A rabbit's foot

Other Items: Quiver of 20 arrows, Hunting trap, traveler's clothes, explorer's pack


Background:

Background: Outlander

Prof: Athletics +3 Survival +4

Lang: Sylvan

Origin: Forester

Feature: Wanderer

Trait: I feel far more comfortable around animals than people.

Ideal: The natural world is more important than all the constructs of civilization.

Bond: An injury to the unspoiled wilderness of my home is an injury to me.

Flaw: I am slow to trust members of other races, tribes, and societies.


Dotting this. I'm considering trying out the 5e Druid or Ranger.

Where do you stand on the new UA Revised Ranger?


I passed on a chance to play this a few months ago to do The Sinister Secret of Saltmarsh in 5e instead. Definitely dotting, Warlock of some kind.


Dotting.


I was recently thinking of running this as 5e to get some experience GM'ing, so I'd love to run through as a player. I've still got the print edition somewhere at my parents' house.


Dotting this for now. I should have a character in the next couple days, nothing fancy.


Carric Amastacia wrote:

So far we have...

Wood Elf Ranger (Carric)
Wood Elf Fighter (Rolen)
? Cleric of Life
Human Monk or Halfling Rogue (Duncan or ?)

I'm contemplating one of the Arcane Spellcaster classes, likely a Half-Elf if I go with a Sorcerer or Warlock, High Elf if I choose a Wizard. I'm reading up on the pros/cons of each of them now.


TPJ wrote:

Since the Vall Woodshadow alias was taken, I transferred the stats to another character that I'd created, Nyther Darken, originally a burglar archetype, now cleaned up to only use CRB.

** spoiler omitted **...

I've been accepted for a PbP 5e campaign playing The Sinister Secret of Saltmarsh, so I respectfully withdraw myself from consideration for this campaign.

I hope everyone who gets in has fun with this.


4d6: 4d6 ⇒ (1, 6, 5, 6) = 18
4d6: 4d6 ⇒ (2, 3, 2, 3) = 10
4d6: 4d6 ⇒ (3, 5, 2, 5) = 15
4d6: 4d6 ⇒ (4, 6, 4, 5) = 19
4d6: 4d6 ⇒ (4, 4, 5, 6) = 19
4d6: 4d6 ⇒ (5, 5, 1, 3) = 14

Before modifiers:
17
15
15
13
12
8

I'm currently playing a Druid in my other campaign, and I'm not really into Clerics, but aside from that, there's definitely options. I'll need to think about this...


Mikkel Madsen 742 wrote:

I think I'd prefer SSS since it's a shorter term module. This would be my first PbP game and I'd want to be able to fully commit to it.

Plus a quick google reveals that it sounds awesome! Strong elements of exploration, team problem-solving, and piecing together clues are exactly what I'm looking for in a game.

And a haunted house! I'm in, though I can also do Curse of Strahd if there are too many players for Saltmarsh already.

Also a disclaimer: I did post interest in another recruiting thread before this to play the U and A series modules as a PF game. As of yet the GM hasn't notified anyone of acceptance over there, but if I'm accepted here I'll withdraw from consideration over there. I'm genuinely interested in trying out 5e right now.


Series A and D both sound intriguing to me. I'm not familiar enough with the newer 5E/PF material. Personally, I've also always wanted to play through the U series (The Sinister Secret of Saltmarsh, Danger at Dunwater & The Final Enemy).


How experienced of a PbP player are you?
I've been playing through one of the Beginner's Bash scenarios and I've been on the Paizo board just over a month. I played D&D Basic/Expert and AD&D 1E a long time ago. I took an interest in RPGs again last year and jumped on the recent Pathfinder Humble Bundle. Since then I've also picked up the 5E PHB, though I've given the Pathfinder rules more attention. I've got a handle on the basics. From a practical standpoint, PbP works best for me right now.

What is your preferred post rate for games?
At least once per day. I check frequently, and if I can post something in 5 minutes I do, but if it's more involved I'll set aside time for it. I'm still at a point where I need to dig up reference materials for a lot of combat scenarios.

What is your most active posting times?
Usually in the afternoon and evening, EST.

Are their days/weeks where posting is impossible for whatever reason?
I'll be on vacation at the end of April for a week. I'm still making the effort to devote even a small amount of time to any games I'm in at that time. BBCode isn't fun on a phone, but it's doable.

Let me know a little about you, why would you be a good fit in my game?
I'm in my early 40s and work in IT. I'm frequently doing something stupid at 3AM. I last played TTRPGs in high school, and I'm impressed with how the system has evolved over the years. I've been having fun immersing myself in all this again and getting up to speed.

What type of game are you interested in, Paizo AP (using 5E rules) or WotC AP or something else.
I'm an old-school dungeon crawler. I'm still getting up to speed on Golarian and the Forgotten Realms, and I don't really have a favorite right now. I respect the massive world-building they've all done so far. I'm looking to have fun, first and foremost.


muklowd wrote:
Any PCGen experts here? I can't seem to get it to give me the Runelords traits as an option to select ... anyone know how to make that work?

Go to Sources> Select Sources. Choose the Advanced tab and select Pathfinder RPG as the game right below it. You should see Rise of the Runelords in the list. Select Rise of the Runelords Player's Guide (Anniversary Edition) and add selected, then click Load.


I'm new to PF and PbP, but I'd be interested in joining.

Stat 1: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Stat 2: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Stat 3: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Stat 4: 2d6 + 6 ⇒ (3, 4) + 6 = 13
Stat 5: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Stat 6: 2d6 + 6 ⇒ (6, 3) + 6 = 15

Though I think I'll try my luck with the 20-point buy.


Since the Vall Woodshadow alias was taken, I transferred the stats to another character that I'd created, Nyther Darken, originally a burglar archetype, now cleaned up to only use CRB.

Nyther Darken:

PDF Character Sheet.

Statistics
Nyther Darken
Male Elf rogue 1
CN Medium humanoid (elf)
Init +4, Senses low-light vision; Perception +8
=================================================
DEFENSE
=================================================
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex, )
hp 8 ((1d8))
Fort +0, Ref +6, Will +2, +2 vs. enchantment spells and effects

=================================================
OFFENSE
=================================================
Speed 30 ft.
Melee rapier +0 (1d6/18-20)
Melee dagger +0 (1d4/19-20)
Ranged dagger (thrown) +4 (1d4/19-20)
Special Attacks Sneak Attack 1d6,

=================================================
TACTICS
=================================================

=================================================
STATISTICS
=================================================
Str 10, Dex 18, Con 10, Int 16, Wis 14, Cha 13,
Base Atk +0; CMB +0; CMD 14
Feats Deft Hands
Skills Acrobatics +8, Bluff +5, Disable Device +11, Knowledge (Local) +7, Perception +8, Perception (Trapfinding) +9, Profession (Gambler) +6, Sense Motive +6, Sleight of Hand +10, Stealth +8, Survival +3, Use Magic Device +5,
Languages Common, Elven, Gnoll, Goblin, Orc
SQ elven immunities, elven magic, keen senses, low-light vision, trapfinding, weapon familiarity,
Combat Gear acid (flask) (2), oil (1 pint flask) (2),
Other Gear rapier, leather, traveler's outfit, backpack, flint and steel, thieves' tools, dagger (2), 140.8 gp
=================================================
SPECIAL ABILITIES
=================================================
Elven Immunities (Ex) Elves are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.

Elven Magic (Ex) Elves receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.

Keen Senses (Ex) Elves receive a +2 bonus on Perception skill checks.

Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Weapon Familiarity (Ex) Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Description and Background:

Description
Nyther is tall with olive skin, green eyes and a shock of long, silver hair. He dresses plainly, so as to not bring attention to himself, and is careful to conceal his possessions as best he can.

Background
Nyther Darken and his parents were exiled from the elven lands when he was just a child, due to his father's penchant for theft and fraud. They moved around to various cities, often leaving in a hurry after his father's activities were discovered. Then his mother died tragically during violent storm as they were crossing the Inner Sea. Nyther's father was imprisoned a few years later when his grifting had finally caught up with him. He taught Nyther how to steal from an early age. Life taught Nyther to look out for himself, because nobody else would. Learning from his father's mistakes (or some would say, failing to learn), Nyther became a professional burglar and gambler. He commits burglary for high commissions and commits petty theft for his own amusement. Feeling he has little to live for except the thrill of his plunders, he goes off in search of more adventure and excitement.

Posting History:

The current game I'm playing as Fyfe Holme is only once per 1-2 days. I can easily do once per day.


I'm still new to PF (got in through the Humble Bundle last month), but I used to play AD&D 1E way back and I have very fond memories of the Sinister Secret of Saltmarsh.

I've currently got a level 1 Human Druid (Fyfe Holme) playing the Beginner's Bash sample adventure in another thread and I'm working on an Elven Rogue (Vall Woodshadow) using the Core rules, 25pb.