Kruel PBP Playtest Discussion


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You guys know what this thread is for.
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.
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The cast:
Mr. Shiny
Ian Dai (Fighter 2)
Tobus Neth (Rogue 2)
Arctaris (Rogue or Wiz)
Gentle Giant (Cleric or possible Barbarian)
Radavel

The original instructions are here.

You can also find rules here on the DM alias page.

When you guys finish writing your backgrounds I'm going to send you to the Game thread in the order that you are picked up by Book and his crew. The ship started near riddleport with a hidden and illegal cargo, and will work its way south, stealing people, especially women, and will then work east through the Inner Sea. This means that if you character got nabbed near Sandpoint you'll be the first in shackles and get a chance for some chatter with Book or his crew. If you are picked up near Cheliax you come onto the game thread a little later. If you get nabbed near Osirion or Absalom you'll be on last. How you get nabbed you can write for yourself - Book and his crew are evil, but they like to keep their cargo in one piece - I'll roll with whatever you write.


Male Human - dash of elf Miniature painter/ Heroic

You're a gent, cheers for that.

Half-elf (now there's a reason to play one) rogue (with minor magic talent - yeah Grey Mouser!) or cleric of Pharasma.


The cast:
Mr. Shiny
Ian Dai (Fighter 2)
Tobus Neth (Rogue 2)
Arctaris (Rogue or Wiz)
Gentle Giant (Cleric or possible Barbarian)
Radavel
Fabesmini (Rogue or Cleric of Pharasma)


FabesMinis wrote:


Half-elf (now there's a reason to play one) rogue (with minor magic talent - yeah Grey Mouser!) or cleric of Pharasma.

We're using the racial HP optional rule from p. 11 of the PF RPG.


Male Human 17thFighter

Still confused about skill points 8=int mod x4


Male Human - dash of elf Miniature painter/ Heroic

Look in the Pathfinder rules on page 20 at skills. You pick a number of skills equal to 8 plus your Int mod. Forget everything about 3.5/SRD skill points and follow what it says there. There's no x4 or anything.


Male Human 17thFighter
FabesMinis wrote:
Look in the Pathfinder rules on page 20 at skills. You pick a number of skills equal to 8 plus your Int mod. Forget everything about 3.5/SRD skill points and follow what it says there. There's no x4 or anything.

Damn!

thanksFabesminis*

****So there is no more ranks in skill either...


Let me have a look... Male it would seem Giant Dwarf... yup Geek 8/Jock 4 (Am. Football)
In the recruitment thread Kruelaid wrote:
GentleGiant wrote:
I'm interested. Can't decide whether to go with Barbarian (even though the rules aren't out yet) or Cleric, though.

I'll tell you what. Make a cleric now and I'll assassinate you after Barbarian is available.

OR

Make a cleric to check it out, and if Barbarian comes out before we start (next week or the week after - up to you guys), you can change.

I'll go with the cleric first, then when the barbarian comes out I'll give it a looksee and decide whether that would be more fun (and you can live out your murderous dreams).


Male Human - dash of elf Miniature painter/ Heroic
Tobus Neth wrote:
FabesMinis wrote:
Look in the Pathfinder rules on page 20 at skills. You pick a number of skills equal to 8 plus your Int mod. Forget everything about 3.5/SRD skill points and follow what it says there. There's no x4 or anything.

Damn!

thanksFabesminis*

****So there is no more ranks in skill either...

Nope, not really :D

Half-elf Wizard/Fighter - I liked both, so why not try to make an arcane duelist?

Liberty's Edge

I'm thinkin' a second-level human wizard. Lawful good, probably. I gots me an idea...


Still workin on this guy; Kruelaid I need to know where this guy can come from; for his backstory Large city with docks he grew up around etc blah blah


The problem is that the city names on the map of Golarion are unreadable. So if you want to name a city where he's from you pretty well need to use one from Varisia. Originally I wanted to wait and get the Gazetteer but then the Alpha came out so I decided to jump in. We'll know the names of the major cities next month apparently, so until then I plan to keep you away from cities and nations.

So... Korvosa?

You could just choose a country and call his home "a large coastal city in ___________" and just edit your background later.


PF RPG wrote:


Acquiring Skills

At first level, your character gains a number of skills
dependent upon your class plus your Intelligence
modifier. At every even character level after that, you
gain another skill (1 at 2nd level, another at 4th, etc.).
These skills can be divided into two categories, class
skills and cross-class skills. Class skills are those
favored by your chosen class (or classes). Your character
is most proficient in these skills, as they represent part
of his professional training and constant practice. Your
character can be knowledgeable in cross-class skills, but
you will never be as skilled with them as you will be in
those favored by your class.

The number of skills you can choose at 1st level is
shown on table 5¨C1. Humans can choose one additional
skill as a part of character creation. You do not receive
additional skill choices by selecting another class at
later levels aside from those provided as a part of the
normal advancement process. Any class skills of the new
class, however, are automatically added to your list. Any
cross-class skill that is added to your class skill list, due
to your new class, is immediately upgraded to the higher
class skill bonus.

Tobus! Step away from the drugs! Move slowly! How did you learn to play 3.5? ... (j/k)

2nd level rogue, human? Whats your character's INT? I'll tell you how many skills you get.


Gorum Saar'Narlok wrote:
Still workin on this guy; Kruelaid I need to know where this guy can come from; for his backstory Large city with docks he grew up around etc blah blah

Golarion half-elves rock. If they can breed everyone is in big trouble.

Liberty's Edge

I always forget how point-buy works. Could you refresh my memory?


Let me have a look... Male it would seem Giant Dwarf... yup Geek 8/Jock 4 (Am. Football)
The Eldritch Mr. Shiny wrote:
I always forget how point-buy works. Could you refresh my memory?

InvisibleCastle is your friend!

Click here for a run down of the point-buy.
Click here to use their online point-buy tool.


Let me have a look... Male it would seem Giant Dwarf... yup Geek 8/Jock 4 (Am. Football)

I'm gonna go with a half-orc cleric of Gorum.
Using this drawing as my inspiration.


Kruelaid wrote:
PF RPG wrote:


Acquiring Skills

At first level, your character gains a number of skills
dependent upon your class plus your Intelligence
modifier. At every even character level after that, you
gain another skill (1 at 2nd level, another at 4th, etc.).
These skills can be divided into two categories, class
skills and cross-class skills. Class skills are those
favored by your chosen class (or classes). Your character
is most proficient in these skills, as they represent part
of his professional training and constant practice. Your
character can be knowledgeable in cross-class skills, but
you will never be as skilled with them as you will be in
those favored by your class.

The number of skills you can choose at 1st level is
shown on table 5¨C1. Humans can choose one additional
skill as a part of character creation. You do not receive
additional skill choices by selecting another class at
later levels aside from those provided as a part of the
normal advancement process. Any class skills of the new
class, however, are automatically added to your list. Any
cross-class skill that is added to your class skill list, due
to your new class, is immediately upgraded to the higher
class skill bonus.

Tobus! Step away from the drugs! Move slowly! How did you learn to play 3.5? ... (j/k)

2nd level rogue, human? Whats your character's INT? I'll tell you how many skills you get.

9=8+1intelligence(12int)


Ryor Saar'Narlok wrote:


9=8+1intelligence

And human gets an extra skill.


Kruelaid wrote:
Ryor Saar'Narlok wrote:


9=8+1intelligence
And human gets an extra skill.

I am not human

What about fighter skills, are we rolling hitpoints and then adding that racial hp bonus

HERE 10 Rolls
1d20=3, 1d20=9, 1d20=8, 1d20=20, 1d20=12, 1d20=11, 1d20=17, 1d20=19, 1d20=18, 1d20=18


Ryor Saar'Narlok wrote:
I am not human

Yah, I'm just reminding Tobus. Your half elf is very menacing.

Ryor Saar'Narlok wrote:
What about fighter skills, are we rolling hitpoints and then adding that racial hp bonus

Yup.

In regard to hit points, PF RPG wrote:


Favored Class
Each race has a favored class, representing its natural affinity
for a specific set of skills and abilities. Whenever you take
a level in your race’s favored class, you receive +1 hit point.
Humans and half-elves frequently get this bonus, unless they
multiclass. You do not gain this bonus for taking levels in a
prestige class, regardless of its focus or theme. (p.7)

Hit Points
Racial: Maximum hit points for 1st level plus your
Constitution modifier and any other bonuses. In addition,
you get a number of bonus hit points based off your race.
The frail races (elf, gnome, and halfling) receive 4 hit points.
Standard races (half-elves and humans) receive 6 hit points.
The hearty races (dwarf and half-orc) receive 8 hit points. (p. 11)

That should give us some pretty good survivability.


CAST A VOTE ON WHETHER OR NOT YOU WANT ACTION POINTS

I just can't decide guys....


I'm from Magnimar!


I'd take it we have nothing on us...


Male Impoverished Student 2/Amateur Chef 3

I'm cool with Action Points.
I'm thinking that I'll play a human wizard/rogue, who's lack of respect for authority and the profanity laced and untimely speech of his familiar have gotten into lots of trouble. I might change some of that but either way I'll try to have it done by Wendsday.

Dark Archive

Kruelaid, I just finished the stats for my PC, the "Deceiver," a rogue/cleric of Pharasma. He is a vigilante though there is a huge possibility of him falling into the dark side, i.e., assassin PrC.

Fine with action points.

I'll post the Deceiver's stats and background later.

The ten dice rolls you requested.

1d20=20, 1d20=14, 1d20=2, 1d20=16, 1d20=14, 1d20=1, 1d20=1, 1d20=9, 1d20=8, 1d20=7

Yikes! 2 ones. Must not be absent or I'm toast.


Ryor Saar'Narlok wrote:


HERE 10 Rolls
1d20=3, 1d20=9, 1d20=8, 1d20=20, 1d20=12, 1d20=11, 1d20=17, 1d20=19, 1d20=18, 1d20=18


Action points I'm Kewl with that!


2 level fighter.
caught near the sandport( the place I familar with anyway)

The ten dice rolls :
1d20=7, 1d20=15, 1d20=20, 1d20=6, 1d20=15, 1d20=18, 1d20=5, 1d20=19, 1d20=10, 1d20=11


Male Impoverished Student 2/Amateur Chef 3

I'm gonna go with a gnome necromancer. Is there any way for him to keep his familiar hidden (i.e. could it have followed the ship and be perched somewhere or something?)?


Ryor Saar'Narlok wrote:
I'd take it we have nothing on us...

Buy your 900 gp pieces worth of stuff so the pirates have something to take away from you. Don't buy anything that will be destroyed from water damage. And leather armour is boiled in wax, in case you didn't know... so don't worry about that.


Arctaris wrote:
I'm gonna go with a gnome necromancer. Is there any way for him to keep his familiar hidden (i.e. could it have followed the ship and be perched somewhere or something?)?

If it flies, no problem. If it's a worm you could keep it in your mouth I guess....

Ech.


I'm going to assume Ian Dai is okay with action points because I know him (he plays in my meatspace game).
Arctaris says yes.
Tobus says yes.
Rad says yes.

Majority rules.


Every can take their level in action points, meaning you all have 2 to start. I tweaked the rules a bit, and will have to tweak them a little mroe to keep them in like with PF RPG rules, see what I've got so far below:

ACTION POINTS

Spoiler:
A slightly altered Unearthed Arcana version.

Action points give characters the means to affect game play in significant ways, by improving important rolls or unlocking special abilities. Each character has a limited number of action points, and once an action point is spent, it is gone for good.

An action point is roughly equivalent to a magic item worth 100 gp per character level (since the higher a character’s level, the more potent the effect).

    Acquiring Action Points
    Each character can have their character level in action points up to a maximum of 5.

    Using Action Points
    You can spend 1 action point either to add to a single d20 roll, to take a special action, or to improve the use of a feat. I will consider letting characters use their points for uses other than those below as long as they seem fair.

    You can spend 1 action point in a round. If you spend a point to use a special action (see below), you can’t spend another one in the same round to improve a die roll, and vice versa.

    Add to a Roll
    1st-5th: +1d6
    6th-12th: +2d6

    When you spend 1 action point to improve a d20 roll, you add the result of a 1d6 to your d20 roll (including attack rolls, saves, checks, or any other roll of a d20) to help you meet or exceed the target number. You can declare the use of 1 action point to alter a d20 roll after the roll is made, but only before the GM reveals the result of that roll. You can’t use an action point to alter the result of a d20 roll when you are taking 10 or taking 20.

    Depending on character level (see table), a character might be able to roll more than one d6 when he spends 1 action point. If so, apply the highest result and disregard the other rolls.

  • Special Actions
    A character can perform certain tasks by spending an action point. In addition to the actions described below, some prestige classes or feats (see below) might allow the expenditure of action points in order to gain or activate specific abilities, at the GM’s option.

  • Activate Class Ability
    A character can spend 1 action point to gain another use of a class ability that has a limited number of uses per day. For example, a monk might spend an action point to gain another use of her stunning fist ability, or a paladin might spend an action point to make an additional smite attack.

  • Boost Defense
    A character can spend 1 action point as a free action when fighting defensively. This gives him double the normal benefits for fighting defensively for the entire round (+4 dodge bonus to AC; +6 if he has 5 or more ranks in Tumble).

  • Emulate Feat
    At the beginning of a character’s turn, he may spend 1 action point as a free action to gain the benefit of a feat he doesn’t have. He must meet the prerequisites of the feat. He gains the benefit until the beginning of his next turn.

  • Extra attack
    During any round in which a character takes a full attack action, he may spend 1 action point to make an extra attack at his highest base attack bonus. Action points may be used in this way with both melee and ranged attacks.

  • Spell Boost
    A character can spend 1 action point as a free action to increase the effective caster level of one of his spells by 2. He must decide whether or not to spend an action point in this manner before casting the spell.

  • Spell Recall
    Spellcasters who prepare their spells in advance can spend 1 action point to recall any spell just cast. The spell can be cast again later with no effect on other prepared spells. This use of an action point is a free action and can only be done in the same round that the spell is cast. Spontaneous spellcasters such as sorcerers and bards can spend 1 action point to cast a spell without using one of their daily spell slots. This use of an action point is a free action and can only be done as the spell is being cast.

  • Stable
    Any time a character is dying, he can spend 1 action point to become stable at his current hit point total.

  • Improving Feats
    The use of action points opens up a whole range of possible feats. However, it’s easier on characters simply to improve existing feats to take advantage of action points—that way, characters needn’t spend their precious feat slots simply to gain the ability to use their action points. Below are a few examples of how action points can be used with existing feats. Unless otherwise stated, each effect requires a free action to activate and lasts 1 round.

  • Blind-Fight
    You can spend 1 action point to negate your miss chance for a single attack.

  • Combat Expertise
    You can spend 1 action point to double the bonus to Armor Class granted by the feat. For example, if you take a penalty of -3 on your attack roll, you gain a +6 dodge bonus to AC.

  • Dodge
    You can spend 1 action point to increase the dodge bonus granted by the feat to +2. The effect lasts for the entire encounter.

  • Improved Critical
    You can spend 1 action point to double your critical threat range. Since two doublings equals a tripling, this benefit increases your threat range from 19-20 to 18-20, from 17-20 to 15-20, or from 15-20 to 12-20, including the effect of your Improved Critical feat. This benefit stacks with the benefit from Improved Critical, but not with other effects that increase threat range.

  • Improved Initiative
    You can spend 1 action point to double the bonus on initiative checks granted by the feat, from +4 to +8.

  • Metamagic Feats
    You can spend 1 action point to add the effect of any one metamagic feat that you have to a spell you are casting. The spell is cast at its normal level (without any level adjustment because of the feat) and takes no extra time to cast.

    Heighten Spell automatically raises a spell’s effective level to the highest level of spell you are capable of casting. For example, if a 7th-level wizard with the Heighten Spell feat casts burning hands and spends 1 action point to heighten the spell, the spell is treated as if it were a 4th-level spell in all respects even though the wizard prepared it normally (as a 1st-level spell).

  • Power Attack
    You can spend 1 action point to double the bonus on damage rolls granted by the feat. For example, if you take a penalty of -3 on your attack roll, you add +6 to your damage roll.

  • Spell Focus
    You can spend 1 action point to double the increase to save DCs granted by the feat, from +1 to +2.

  • Spell Penetration
    You can spend 1 action point to double the bonus on caster level checks granted by the feat, from +2 to +4. The effect lasts for the entire encounter.

    Write-up is an edited version courtesy of the Hypertext D20 SRD.


Tobus your skill bonuses:

Acrobatics DEX+4 = 9
Climb STR+2 = 7
Diplomacy CHA+0 =5
Disable Device INT+1 =6
Disguise CHA+0 = 5
Escape Artist DEX+4 = 9
Stealth DEX+4 = 9
Swim DEX+4 = 9
Theft DEX+4 = 9

You get one more skill. Personally, I suggest you take:
Perception WIS+0 = 5


BTW Tobus, earlier on the page I thought that Ryor/Gorum was GentleGiant and that's why I was replying to you and talking about Tobus like he was another person....

lol.


Male Human - dash of elf Miniature painter/ Heroic

Well I did have a half-elf fighter/wizard but my computer ate him. Sigh, try again...


GAAAAAAAAAAAAAAAAAAAAAAAAAAAH!

I'm making Book and Righty right now.


So far, Jon Qiang will be the first in the stockade, on the 12th of month Pharast in 4708 AR after a bitter-sweet rescue in the Gulf of Varisia.

Ryor Saar'Narlock will be thrown in the stockade for sale in southern parts on the 13th. Tobus has yet to tell me how he was cast into slavery. That's a week before spring equinox in northern Golarion.


FabesMinis wrote:
Well I did have a half-elf fighter/wizard but my computer ate him. Sigh, try again...

I'm doing it old school. A piece of paper, a pencil and an eraser.


Male Human - dash of elf Miniature painter/ Heroic

Pencil and paper? That's proper old school.

Next thing you know, you'll ask us for 3d6 in order.


FabesMinis wrote:

Pencil and paper? That's proper old school.

Next thing you know, you'll ask us for 3d6 in order.

3d6 in order. I was tempted.

The good guys:
Mr. Shiny
Ian Dai (Fighter 2)
Tobus Neth (Rogue 2)
Arctaris (Rogue or Wiz)
Gentle Giant (Cleric or possible Barbarian)
Radavel
Fabesmini (Fighter/Wizard)

The bad guys:
Gravid Book (Rogue X)
Righty (Rogue X)
the pirates (lot's of Rogues and Fighters)

This place is Rogue crazy.


M Human Wizard 3

Stats done, background written up and lying on my desk at home.

Just FYI, the reason Rackham seems a bit unsuited for the class is detailed in the background.


You poor bastards.


I'm scared.

All done.


Yah.

Rackham Pulsifer wrote:

Stats done, background written up and lying on my desk at home.

Just FYI, the reason Rackham seems a bit unsuited for the class is detailed in the background.

Okay I finally figured it out. Good Omens by Neil Gaiman. I'm going to guess that you read it, Shiny.

And Rackham, unbelievable minis.

An awesome name.

The good guys:
Pulsifer (Wizard 2)
Qiang (Fighter 2)
Narlok (Rogue 2)
Arctaris (Rogue or Wiz)
Gentle Giant (Cleric or possible Barbarian - later)
Radavel
Fabesmini (Fighter/Wizard)


Male Half-orc Fighter 2

"Wotcha! Alwight, mate?"

I've still go to do all his stats but Syd is going to be a strong unarmed brawler (maybe with Throw Anything) with the usual sailor skills.


"Where the Hell am I?"

Kruelaid read background it's done!Has intro

Liberty's Edge

Kruelaid wrote:

Okay I finally figured it out. Good Omens by Neil Gaiman. I'm going to guess that you read it, Shiny.

And Rackham, unbelievable minis.

An awesome name.

It's how I find names. Just go through the little lists in my head.

And yes, I've read Good Omens about ten times.

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