Churgri of Vapula

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Organized Play Member. 1,797 posts (15,172 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 98 aliases.


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Dungeon racing rules and FAQ

Hal determines that Turion was subjected to quite a few cure light wounds spells but nothing else is detected by magical or mundane means.


Dungeon racing rules and FAQ

Janebok hisses at how bad her line of sight is but she can barely see her foe and unleashes another shot.

Needler rifle: 1d20 + 5 ⇒ (7) + 5 = 12
Dam: 1d6 + 1 ⇒ (6) + 1 = 7


Re-recruitment is closed. It's a difficult call so I will be selecting both of the applicants who finished in time: Claisey and Fearghus will be receiving PMs from me.


I will close re-recruitment in a little less than an hour and announce the selected player(s).


We've got a couple people working on finalizing their submissions as we draw close to the deadline, a half-elf sorcerer and a halfling focused on AC and AC-aiding. A little more than a day remains.


Yeah we decided that only int-based casters should be allowed to languish on 2+int ranks per level. Skill ranks are a big part of the fun of the game.


Something to note when considering is that both sorcerer and oracle got their spell progressions bumped up to get new spells at odd levels in the PF 1.5 ruleset we use (Chainbreaker) and sorcerer got bumped from 2 to 4 skill ranks per level.

sorcerer entry in the wiki reflects this but our wiki is very embryonic and incomplete for a lot of other things. The changelog is the only place to look to get an overview of all our rules modifications.


Yes I understood that Pei Zin males life oracle work without the din part of oradin. It's cool!

Aasimar is fine but I don't typically do the classic aasimar thing of rolling on that table to replace the spell-like ability but if you have something in mind or want to roll 2d100 pick one of your choice, I'm open to that.

Sorcerer is always cool too, for sure. Pick whichever one you think you can enjoy more and write a more interesting, 3d character for.


Pei Zin Practitioner: It's up to you but I do mean a specialized healer. I had life oracle in mind as an example, say with the Fey Foundling feat, but it's up to you exactly how far you take it. Pei zin is a cool archetype I hadn't seen before. In general, I think a fairly specialized role to fill out a niche the party currently hasn't filled is a good way for everyone to have their time to shine and have fun.

Tanking: Agreed that there are a lot of interpretations for what tanking is. An AC aider, a DR+HP tank, or an AC possessor are all fun and would be unique additions to the party. There are a LOT of disease effects applied to PCs in this game, frequently without needing to hit full AC, so preventing hits, being immune/resistant to disease, and/or having good fort are all great. Paladin is fine for this game as the PCs are certainly heroic-aligned, whether or not they're LG.

I also like the electricity slinger idea. There isn't actually a Cha-based character in the current party. The phantom thief rogue just covers a lot of skills. Social hasn't come up a lot yet but certainly could.

Here's a link to our Discord server. New arrivals are automatically lurkers so they can only post in the #lurkers-and-fun-times channel but they should be able to see all the public channels like gameplay and character-specific channels. Feel free to poke around.

An important notice would be that the other aspiring applicant, who has been communicating with me via Discord and is a bit of the way down creating a character, is planning to make an AC possessing+AC aiding tank. So if you made something tank-oriented as well, I would almost definitely have to pick between the two of you. If you fill a different role, then there is some chance I would take both applicants.


No, it's typical play by post. The protocol is to post once per weekday and once per weekend.


Just so people know, I've joined the site and it's great so far. Just started posting in the game I joined and everyone on the site is very friendly and organized.


Dungeon racing rules and FAQ

We play on Discord, not Paizo, so you can dot and delete here if you want to follow posts in Recruitment. This campaign will go inactive, as far as Paizo.com is concerned, unless/until we need to re-recruit again.


Re-recruiting to replace our sixth PC. I'm re-posting the initial recruitment post with modifications based on what has happened so far.

Your world tears itself apart as your sick neighbour bites a chunk out of her husband! You scramble to find somewhere safe to hide as screams and unnatural moaning fill the City at the Center of the World. Once hidden, you worry about your loved ones and wonder if you’ll be able to scavenge what you need. Maybe even build somewhere safe? Then something thumps against the door…

This is a zombie survival game (though the zombies are a little modified compared to the bestiary). The PCs are struggling to survive in an overrun Absalom. At first, they were scrambling and hiding, trying not to die. Currently they are trying to retake their partially overrun base and learn something about what is going on with this whole zombie apocalypse.

The base-building part of the game involves the downtime rules. I like giving the PCs choices/difficult decisions and the PCs have to choose among investing their resources in equipping the leaders of the base (the party), improving the bases defenses (traps, walls, etc), and their base’s means of production (for future resources).

Re-recruitment will be open for one week until May 31st, 5:00 pm, EST. I will probably announce who is selected shortly after that point. Note that I am advertising across a couple platforms, including Discord. I was considering selecting one of the applicants from the original recruitment but none of the builds were a great fit for the current party. I am more than happy to consider the same players and even same characters, there just would need to be some build tweaks to have a solid niche without too much toe-stepping (see Party Role below).

We are using a lightly modified version of the PF 1e rules (named Chainbreaker) based on a project myself and some others have been working on for a little over a year (and are still working on). There’s a community-based nomination and voting process on Discord and we’re working on hosting our rules on our wiki (this is a list of changes we’ve made). You obviously have to be ok with learning and using these houserules but I'm happy to provide lots of help with clarifying things or pointing out things you might have missed. It would be a big plus if you are interested in giving feedback on the rules, proposing ideas, or even going so far as to help manage the wiki. Players who get a rules change passed or otherwise do something to help refine the house rules get a hero point (e.g., our forgemaster cleric got that archetype revamped to be more playable and got a hero point for it).

Character creation:

20 pt buy

6th level

Standard WBL (16,000 gp) plus a +1 gauntlet with the Training weapon enhancement (combat feat not yet chosen). You will be given the gauntlet in character by the party so it wouldn't make sense to be part of your backstory. Pre-crafting is ok but magic items are crafted for a cost of 75% of market value, which cannot be lowered. Also, the party already has some magic item creation feats so talk to me a bit if you want to take an item creation feat.

Note that gp, as such, cannot really be spent anymore so don't have those leftover in your starting equipment. However, we do work in terms of "gp-equivalents" for the purposes of crafting. So your character could have 1000 gp-equivalents leftover in your equipment flavored as raw materials like cloth, chain links, alchemical ingredients, what have you. In general, I will only sometimes give annoying reminders that something is gp-equivalents, not gp but mostly just different flavor of the same idea.

All Paizo-allowed classes and races (up to 20 RP) allowed. Only unchained versions of classes are allowed. Spheres of Power and Might tentatively allowed on a case-by-case basis.

Emerging guns and know that I often feel that guns compromise the medieval fantasy feel. So, if your character uses guns, you’ll need to really feel like you fit into a medieval fantasy story in a well-grounded way.

Two traits from this very limited list or ask permission if you want one of your traits to be from elsewhere than that list.

Hero points will be in use except you do not gain them simply for existing/levelling. I will hand them out frequently for good RP, helping manage the loot list, keeping a PC chronicle/notes of what’s happened, helping edit the wiki that holds our rules, etc.

The Leadership Feat is allowed to be taken at level 5 but the cohort and followers can only be used in base defense, which is a significant part of the game. These minions cannot be taken adventuring outside the base.

Other details, such as EitR and how to calculate hp, can be found at our wiki.

Party role:

The current party has the following:
1. Spheres of power striker focused on improvised weapons mostly in melee but decent at short range.

2. Forgemaster cleric focused on melee fighting, buffing allies weapons, and casting fireball.

3. Universalist wizard with a bard cohort.

4. Summons-focused (monster tactician) archer inquisitor.

5. Phantom thief rogue focused on tons of skills and funky ranged trip stuff.

I think parties get along best when everyone has a niche and a turn to shine. So some suggested party roles that could be compatible with the above could be
1. Medium to do weird things and awesome party buffs.

2. Focused melee tank. Our melee guys are solid but not tank builds, specifically.

3. Lightning blaster. The party recently discovered that electricity is important against these zombies but they don't quite understand why or how yet.

4. In-combat healer.

You don't have to make a build to fit one of these. You might come up with something that complements the existing party even better. And, in general, I'll weight a good backstory and solid promise as a play-by-poster a bit more heavily than mechanical fit with the current party.

Backstory:

Backstories should be about two paragraphs, minimum. I prefer backstories to be written in narrative format as it’s more fun to read and gives me a sense for how you write/RP. Here are some questions of which I should be able to answer most, if not all, about your character after reading their backstory. You can answer these in list format, if you want, but it would be coolest if I could answer them after having read a narrative backstory.

1. How did your character acquire their skills and values?

2. What does your character think is important in life?

3. What does your character look like?

4. What are some of your characters quirks?

5. Who does your character care about the most? (Hint: “no one” is usually a bad, Edgelordy answer to this question).

6. What is your character’s biggest flaw? What about their biggest strength of character?

7. What are some ways you see your character developing as they struggle to survive a zombie apocalypse and decide whom to trust?

8. How has your character survived the first seven days of the zombie apocalypse?

Note that the party has an existing base that they are pretty attached to. So if your backstory addresses question 8 in a way that means your character has a base they are unwilling to leave, this would be a bit of an issue. We could always resolve it by me declaring that your base gets overrun just before you join the party but that's not necessarily ideal.

Setting:

Absalom in the year 4722. I draw heavily on what’s already published about this setting but won’t claim to be any sort of expert on ALL that’s been published. If you’re unsure whether or not a published part of the setting is part of my game, you can always ask.

As you might expect, we spend a lot of time in Absalom. I am using this map of the city for PCs to refer to and say “We explore F7” or whatever. The party's base (second slide) is in E7 of Absalom (first slide). They've been adding barricades which are displayed on the roll20 version of that second slide map.

The game started on Erastus 10 and it is now Erastus 17. I owe the PCs some downtime soon because there has been a lot of non-stop action (hence they've gained 3 levels since Erastus 10).

What I’m looking for in a submission:

I want earthy, grounded PCs who feel like a relatively normal part of the setting. Normally, that would mean first level characters. But I know starting at first level gets old for players. So, your challenge is to make a third level character, who will necessarily be good at a smattering of things, but who also feels like an earthy, grounded part of the setting. I don’t think this means that your build has to be sub-optimal but there has to be some careful give and take between build and backstory so that your character doesn’t start out as a hero but can become one. Since the game is going to be somewhat deadly, you certainly want to have options for your character to learn to use the tools around them to help them and their comrades survive.

Example: You could play an absent-minded but community-oriented apothecary (alchemist) who spends most of their days tinkering with herbs to make poultices and potions. Most of your formula book could be little utility spells and healing spells. Maybe your character has never made a bomb before but, when pressed, they could try to recall something they read in an odd book and concoct a makeshift incendiary. Since they've had a few days surviving the apocalypse now, perhaps they've greatly sharpened these survival skills.

The party’s goals will involve trying to build a safe place for themselves and others to survive as well as trying to figure out if anything can be done about this zombie apocalypse. Make sure your character is someone who is aligned with these goals. Evil alignments may possibly be allowed if they fit with these goals and will play well with others, e.g., a NE necromancer who believes in the circle of life and death and preserving the community by any means necessary, even if that involves employing the dead to protect against the dead. Such a character would need to deal with some serious stigma and suspicion from others but is an example of a concept that could be workable. A CN thief who just wants to steal from or sleep with everybody would not fit very well in this campaign.

Further, I’m fine with powerful characters (who also have good flavor) but I prefer power to be team-friendly. Not everyone should be a support character but even a fighter can help protect others, e.g., with combat reflexes and reach. I will look a little more favorably on a hyper-optimized buffer, healer, etc., than on a hyper-optimized archer.

Sensitive content parameters:

Sexual content: I’m not very interested in having this in my TTRPGs. If you want to have a romantic relationship with an NPC or another PC, that may be ok. But most physical affection besides a hug, peck on the cheek, whatever, can happen off-camera. As for sexual violence and sexual harassment, I’m not interested in having those in my game.

Violence: Unsurprisingly, there will be a lot of violence and some graphic description, e.g., of what is done to or by a zombie. Further, harm will come to a wide spectrum of people, including children, and there will be some evil people. However, I won’t include any graphic descriptions of harm to children or graphic descriptions of torture.

Frequently, things beyond these parameters will come up. I will try to communicate often and I hope the players will as well.

Game hosting details:

Battle maps are hosted on roll20. City maps, etc, that PCs need to access frequently but won’t require fog of war and other dynamic tricks are hosted on google slides so you can see them at any time.

Lots of details like loot, XP, etc are tracked on google sheets. PCs will need to share some of this work with me, e.g., marking your capital spent or gained and dividing up loot I drop in the found loot list.

Gameplay and discussion are hosted in our discord server.

Deities:

The standard Golarion pantheon is in play. However, I don’t require clerics to worship one of those deities. If you want to worship a lesser-known deity that you’ve homebrewed or a concept, you can. This means you can combine alignment and domains/subdomains as you like. However, you won’t get to pick any weapon you want as your deity’s favored weapon and you won’t have a deific obedience option associated with your deity/concept except maybe something basic chosen by me.

As questions make me realize further things I should include, I’ll put this information, an FAQ, and the most up-to-date list of application statuses in the Campaign Info tab here.


Intriguing. Some of the things in that statblock are a bit unfamiliar to me as they are 3.5 not Pathfinder. But it seems reasonable to just port them over. He is a deity, after all, so he plays by different rules.

I'll watch this space for the build rules. Very curious.


I'm mildly interested. It seems like this may be a "bring your powerful cheese" situation in which our builds should be as strong as we can make them, within the rules, in order to try to survive. Is that an accurate impression? I'm not sure which way I'd prefer but it does make a significant difference for the type of the game.


Have fun, all!


Ok fun. Here is an enthusiastically (or gratuitously) long list of questions that you can answer whenever:

1. What posting rate would you like for the game to proceed at?

2. How do you plan to handle maps? Theater of the mind, google slides, roll20, etc?

3. Are you ok with all Paizo materials for races, feats, spells, etc? Alternatively, maybe you want races to fall within a certain limits of power (say less than 15 race points) or theme (say Core races+orcs or whatever)? Or maybe you hate feats from certain sourcebooks or have specific ban lists?

4. Max of the hit die at level 1 is normal but idk for a low power, NPC game.

5. Do you have a specific formatting you want for a character sheet or other aspects of a submission?

6. What do you want in terms of backstory? Length? Some kind of tie-ins to being an NPC on a merchant vessel or something? Are there some specific backstory questions you want us to answer?

7. When will recruitment close?


Sounds fun, Imaginary Crayons. Should we start firing away with the questions?


Oh yes I didn't mean cheese in terms of being OP or anything. I meant in terms of contradicting the RAW rules. Sacred Geometry in general is cheesy op and ridiculous, imo, without contradicting any RAW rules.

Thanks for letting me keep my full bab! I think I'm pretty close to finished with character creation. We'll see if I get my submission done in time.


Seer of Shadows: This is basically just a cheese request because who doesn't like cheese? XD So I won't have any hard feelings if you say no. I want to play a paladin/synthesist summoner because a monstrous paladin sounds fun thematically and mechanically. The issue is that the eidolon's medium bab overrides the summoner's bab when they are fused. I think RAW, this would also override the paladin's good bab. Can I get permission to use the paladin good bab instead of having it overridden by my fused eidolon?


I've been eyeing this recruitment for a while and have finally decided to try throwing something together for it. Should be interesting.


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DeJoker: People don't mention it in their recruitments because it's pretty standard on this website. That's how I've done basically every recruitment I've ever run on here.


Interested! Curious about logistics of how the game is run.

1. Is there a way to get notifications of posts from Woldiangames? I have several Paizo campaigns going so I already check in every day. I would be more open to playing on a new site if there was a way to get notified in case I forgot to check.

2. What posting rate is expected of players? I'm assuming this is a play-by-post game.

3. Will there be battle maps and, if so, how will they be handled?

4. Are you GMing or is someone else?


Thanks for quick and excellent answers!

Regarding animate dead, I was thinking of both level up plans (probably irrelevant for a short module) and other options like lesser animate dead, command undead, etc.


Ythiel wrote:
caster4life wrote:
Ok cool! I have plenty of interest and detail questions (like Ythiel's equipment question) but I can wait until you decide it's time for a legit recruitment. I don't want to barrage you with Qs for just an interest check XD.

Oops! Sorry if I ask too many questions. The hype is real :')

Forget about the equipment thing if you haven't got all the details figured out yet, GM! Just consider me interested in the game.

Wasn't trying to obliquely call you out! Just saying that I was interested and had a bunch of questions I'm holding in reserve. Probably too many questions, really. XD


Ok cool! I have plenty of interest and detail questions (like Ythiel's equipment question) but I can wait until you decide it's time for a legit recruitment. I don't want to barrage you with Qs for just an interest check XD.


Very interesting! I could see playing a NE elf illusionist who is evil in that she is a firm believer in "the ends justify the means" but considers herself altruistic otherwise. A few questions:

1. Are you ok with animate dead, etc? This seems particularly thematically appropriate for this game and PBP makes it easier to manage all their attacks, etc. But it can still be a bit of a headache. It's not a core part of my concept either way, just curious.

2. PFS-style hit points, aka, max of HD at first level than average rounded up thereafter (d6 -> 4, d8 -> 5, d10 -> 6, d12 -> 12)?

3. What game format are you thinking in terms of maps (Google slides?), posting rate (1x/day?), and anything else you might have in mind.


Love it. I did something similar for the first PBP game I ran where players started with NPC classes then leveled up to heroic classes.

I see you didn't mention warrior in the list of NPC classes. Is that intentional or was it simply not an exhaustive list? I admit warrior is by far the most martial of the NPC classes.


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No worries, GM. You have fun the way you have fun.

Waskally: Would be fun! We'll find a shared game again eventually.


I'm interested in all the PF1e options.


Very fun. I'm going to make an elven illusion wizard of some sort, I think. Delving into the setting info now.

On that note, illusion is the school that leaves the most up to GM discretion. Do you have a general take on illusion spells? And more specifically, what would you say it means for an enemy to interact with an illusion spell (e.g., silent image)? If I make a silent image of a brick wall and hide in the alley behind it, does everyone who passes by get a will save as if they've interacted with it or do only those who take a moment (e.g., a move action) to look at the wall get a will save?


Very interested but also very late to the party. How much time is left on this re-recruitment? The 3-4 weeks timeline is running out right around now.

Enjoying the organizational style I see in gameplay and I recognize some fun names here, both in the party (hi Grumbaki) and in the applicant pool.

Could see myself playing a good old-fashioned wizard with some traits to help me with out of combat utility skills and what not.


Recruitment post is up!


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Great to get more fun ideas to throw into the blender! This is getting more and more shaped.

I do think that a few people are a little confused about the format I'm shooting for here. There would be a set cast of 4-7 player-GMs. I will take a turn first GMing a very short quest in which my character will sit out for in-character reasons. Then someone else will GM a very short quest that continues the story in some general fashion and their character will sit out while mine hops in. And so on an so forth.


Yep! Submitted and ready.


Simeon: Aw shucks. Happy to have your interest.

All: Ok this seems to be crystallizing into a pretty specific idea. I'm liking the angle of being agents of a merchant guild that is a little shady but generally interested in the prosperity of the town and local area. That's good for business, after all! There's no official process here. I'm just kind of latching onto ideas with some mix of apperent consensus and appeal to me.

Here is a list of things for everyone to weigh in on over the course of the next 24 hrs then I'll whip up an official framework and recruitment.

A. It seems there might be enough interest that I'll have to pick player-GMs somehow. I can either pick a party as well as I can as organizing GM or set up a voting process by which player-GM applicants rank each other after recruitment closes.

B. Does the party have some prior connection/glue besides working on the same team for this merchant guild?

C. What kind of problems are the party facing? Extraplanar? Criminal? Some unholy alliance of the extraplanar and criminal? Civil unrest? Overzealous law enforcement? Etc.

D. How high should GMs try to set the difficulty/deadliness level? I like medium-high, personally, meaning that at least one PC is KOed per adventuring day but player deaths are fairly unlikely/rare.

E. What posting rate commitment? For me, the acceptable range is from 2x/day to 6x/week.


A coastal town sounds fun! There could be all sorts of quests involving short nautical forays, the sewers, infiltrating a noble's party, etc. The two biggest elements left to nail down, in my mind, would be:

A. What ties the party together? Are we bored noble scions who decided to be vigilantes together? Are we members of a single dwarven clan, etc?

B. What ties together the challenges we're facing? Is there a vampire lord somewhere in the city manipulating things? Is there a crime syndicate we're fighting? Are there portals dumping monsters all over the city for some unknown reason and we need to contain the monsters while investigating why the heck this is happening? Etc.

Malinor, I feel flexible. Do you want to propose an answer to question A or B and then I'll answer the other? Then we can get rolling as I'll start setting up a specific game and we open an official recruitment for one or two more player-GMs.

Unless, of course, anyone wants to re-discuss elements we've brought up so far?


Ok we have three interested parties! That could work great. More people are welcome to chime in but I think four player-GMs is the minimum.

Malinor and Elfriede: Do you guys want to give any input on the game plot, theme, key elements, etc? So far, we have a request for some nautical-themed stuff.

Also, what's everyone's experience with PBP? Both playing and GMing? I've GMed a four or five short adventures, completed a couple long ones, and have a couple long ones that are ongoing. I've played in a bunch, many of which have died and some of which finished or are still ongoing.


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Awesome. Happy to have some interest. I'm hoping to have some mild plot/character continuity. So I'm intending an overarching story that each GM creates a small part of during their turn with narrative freedom and just an understanding to try not to take things in a COMPLETELY different direction than what previous GM turns had done (looking at you, Star Wars sequels).

Examples for what the party x premise could be:
1. Members of a Lastwall special ops team dealing with a sudden emergence of plant monsters joining the undead horde.

2. A cold-hearted team of closeknit mercenaries sent to explore a series of technological ruins in Numeria, searching for the pieces of a technological artifact of great power.

3. A casual club of noble scions in Absalom who have decided to put their privilege and training to use as vigilantes fighting organized crime.

Etc., etc., etc. Something specific enough that each GM can easily whip something up when it's their turn. Since this is the interest check stage, please give input now if there's something you'd really enjoy! Be it a part of Golarion to be set in, a preferred type of enemy to encounter, a party theme (e.g., dwarves, orphans, bards, dwarven bard orphans, etc).


Everyone would take their turn with a fair bit of freedom. I just think an agreed upon format would be good. Like four brief encounters, some general difficulty level, we're told what we're supposed to do, etc.


Elfriede wrote:
I remember there used to be a series of games on here that was one encounter, with a level up after every encounter or every other encounter. It was a blast with minimal commitment, and I'd potentially be interested.

Nice! Was it rotating GMs as well?


I would like to run a rotating GMs table of a PF 1e, Gestalt, Adventurer's Guild (of some sort). Each mission would be short and relatively simple with about four encounters (one combat, one exploration, one social, and the fourth could be anything). I'd GM the first one then another player would GM the second one, with my character subbing in for theirs for the second adventure. And so on and so on.

Parameters I'm planning on:
1. Gestalt
2. PF 1e
3. Google slides for maps. I think this will be the easiest way to rotate control of the maps without having to constantly change settings, change roll20 games, etc.
4. Short quests.
5. The PCs all belong to some sort of guild that sends them out on regular adventuring missions.
6. The party levels up after each short mission.

Parameters I want input on:
1. What point buy to use? I'm thinking either 25 or 30 would be appropriate for gestalt.
2. What materials to allow? My default would be all Paizo material with certain spot bans, e.g., on blood money, sacred geometry, etc. But if there were several people with a strong desire, I could see allowing spheres and maybe some other stuff.
3. What should the premise of the guild be? A chapel to a certain deity in an urban setting? An army fort in the wilderness? A thieve's guild? A generic adventurer's guild? All could be fun.
4. What posting commitment. I'm thinking 2/day, 1/day, or 6/week.
5. What deadliness level? Should CRs usually, approximately be party level*1.5 (easy for gestalt, imo) or higher like party level*2.
6. What starting level? For rapid leveling, 1 can be fine. Higher than 5 would probably be a bit much, esp with gestalt and the rapid leveling.

My motivation:

Thanks to the chronic shortage of good GMs (esp. for PBP), I've tried to get a rotating GM set up a couple of times and have run the first quest myself but haven't had any luck getting players to follow up and run a quest in return. So my latest scheme is to have a fairly continuous plotline and semicontinuous cast of characters in a rotating GM set-up. As usual, I'm willing to show my commitment by running the first quest. I'm looking for 3-5 other player-GMs who would be willing to run follow-up quests. The short and sweet nature will help prevent GM burnout and PBP's short attention spans.


Phew! I've finished my crunch but not the fluff bc my toddler is freaking out. Will finish tomorrow morning!

My concept is an investigator/barbarian. He switches between very cerebral and smashing enemies, depending on the circumstances.


Great! I'll finish up today, then!


Late to the party but I'm interested! Some questions:

1. The inspired weapon ability can only be placed on simple weapons and a few others. Unarmed strikes are listed as simple weapons so do you accept that inspired affects them? What about natural weapons, which are usually affected by things the same way was unarmed strikes? In particular, I'm wondering if the inspired special weapon ability can be placed on an amulet of mighty fists, which says "Alternatively, this amulet can grant melee weapon special abilities, so long as they can be applied to unarmed attacks." I ask because I've had a GM say no to this line of reasoning before.

2. Do you allow PCs to use crafting feats before game start to make their equipment at a discount? What about the equipment of other PCs with whom they share a backstory (if any)?


I'm working on a very infiltration skilled, human investigator (Student of Philosophy for face skills and Young Reformer for the cool flavor and help with certain skills like intimidate). Will start off as a weak melee striker and get pretty serious after a little while. I think she will be a young idealist, philosopher, and well-dressed woman who becomes angrier about the realities of power politics and lets out her rage monster (mutagen and rage through vmc barbarian at level 3, maybe a natural attacks build).

Investigators are such skill monkeys that they do have trouble keeping up in combat. I'm hoping to get the Inspired weapon enhancement later on and this puts constraints on what fighting styles are possible. Inspired can't be put on all weapons but can be put on simple weapons. Unarmed strikes are explicitly simple weapons. The amulet of mighty fists "can grant melee weapon special abilities, so long as they can be applied to unarmed attacks." I just want to confirm, do you agree that I could eventually get an Inspired Amulet of Mighty Fists? The logic seems sound to me but I want to make sure my planning will be ok.


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Interested! I've been wanting to make a social/intrigue-focused character for a while now. Will start scheming and re-reading the player's guide as it's been a while (applied a while back for a War of the Crown game but haven't played).

I'll provide a hero lab output and can share the file when I make my crunch. I'm a big fan of good ol' hero lab.

Also, that's my favorite posting rate.

Maps: That's essentially how I use google slides. Is sheets better than slides for that?


Wow, sorry Dricar. You were selected but I somehow failed to mention you in that initial post.


Yeah Google Slides is decent on the phone. Here are my tips for using Google Slides to host maps:

Obnoxiously long tips:

1. Go to Google Slides

2. Click on the plus sign to make a new presentation

3. Paste the image of the map you want onto the slide. Adjust it to get the size you want.

4. Whenever there's a new map, just create a new first slide and paste the image there. That way, anyone can browse through the old maps easily to copy and paste a certain token, remember the party's battles, etc.

5. Click "share" and make sure its set to "Anyone with the link" and "Editor". That way, players will be able to create their own tokens, move themselves on the map, etc. I've never had a problem with an unauthorized person trashing my map, probably because it's a very boring target.

6. Pro tip if you want to be extra cool: Put the map onto a slide and size it the way you want. Then save the whole slide, with the map, as an image. Then set that image to be the background of the slide. This way, nobody has to worry about accidentally dragging the map's image when they meant to drag just one token.

Lmk if I can explain more on any of those! And like I said, I'd be willing to help get things set up for any game I was playing in.

Haha. And just noticed where I missed the part where you said when recruitment ended before I asked. :P


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Ok thanks, GM! I'll see if I finish up my application by then.

Regarding maps:

I find google slides very friendly for this since you can allow PCs to move their own tokens, draw shapes for spell area of effects, etc. A slightly more technical solution with more powerful features would be the free version of roll20. One nice feature there is Fog of War, which lets the GM hide parts of the map until players discover it.

If either of those sound good to you, I'm happy to give some tips or examples of how I use these. If I end up playing in this game, I'd be happy to go a step further and help with set up/implementation/etc.

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