Playtesters Guild


Recruitment

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I'm thinking about starting a blog that does in-depth reviews of published adventures (Paizo and otherwise). One of the major aspects of the reviews would be playtested encounters.

To go about this, I would like to create a playtesters guild. I would be looking for one character per class (with potentially a multiclassed character as well) who I would then put into parties of five. These parties would be strategically created to test various strengths and weaknesses in encounters.

From there, I would present short, four-encounter playtests to the groups. We would run through the encounters in a PbP format, and then I would ask for feedback on them. This feedback would then be incorporated into the reviews of the modules, APs, etc. This does not have to be a rigorous or demanding process, and I would ask that someone be able to post 5 or so times per week when a playtest was being run.

If there is enough interest, I'll put up more specific character creation rules, but so that people know what they'd be signing up for, I would ask that people have their character leveled from 1-20. This way, we would be able to playtest adventures of any level without having to worry about character creation after the beginning. When submitting characters for consideration, I would ask that people submit only a few levels of creation (potentially 1st, 7th, 12th, etc.).

Please post on here if this sounds intriguing, and we can go from there!


I would be up for something like this :) I think the premise that you got going here is a neat one. I could create an alchemist, barbarian or fighter. I am currently in a 20+ game right now so creating a character up to 20th level and playable throughout woul be doable :)


I could definitely be up for this. Are we looking for oddball use of classes to test the encounters to see if they bend or break, or are we going for more traditional concepts of them?


I am intrigued by this.


The Dragon wrote:
Are we looking for oddball use of classes to test the encounters to see if they bend or break, or are we going for more traditional concepts of them?

I have no problem with non-traditional concepts, though there are some which I think defeat the purpose. Skirmisher ranger, vivisectionist alchemist, mad dog barbarian, etc., which take away the essence of a class or at least an important feature, might be less ideal. But I don't expect a Halfling rogue, an elven wizard, a half-orc barbarian necessarily.

I'm still going to wait for more response before I put up character creation rules, but certainly be thinking!


Bumping this idea up to the top again :)
I would love for this idea to take off.


I'd be interested for sure. Happy to play a very traditional character.


Thanks for the support Gobo! I'd really like this to take off as well. I really think it would be fun and helpful.


I have been looking into trying my first PBP game and I think this would be a good place to start with only being required to post 5+ times a week.

Please consider me even though I do not have a large posting history.


I would be interested in rolling up a barbarian or another martial class for this.


I like it.

RPG Superstar Season 9 Top 32

It looks like you might be full, but I'd like to dot for interest. Willing to play any role in the group.


Not at all Donald. We're at 8 interested now. I'm looking for about 20 people for this, but interest doesn't seem high. Still hoping though!

Scarab Sages

I'm a first timer for pbp and Pathfinder and have been trying to get into a game. I even have a first level teifling alchmist created so it wouldn't be hard to just keep leveling her up and get the required 1-20 levels.


Seamus Greenbottle wrote:
Not at all Donald. We're at 8 interested now. I'm looking for about 20 people for this, but interest doesn't seem high. Still hoping though!

I wouldn't hold out for 20 people, if I were you. At least not without a concrete set of character rules and a specific scenario already chosen.


We can also start out small and keep the recruitment thread alive, gain followers as we gain fame kind of thing.
Just thought of this. Wouldn't different APs have different character creation rules?

Liberty's Edge

You can create have basic character rules, 15 or 20 point buy (probably 15 with 5 people), 2 traits, ban those that everyone seems to ban and so on. Heck, you could actually just try to keep every character PFS legal, maybe bend a few of the restrictions and that should take care of most campaigns, right?

I'd be up for something like this.


Alright, I agree that it's time to start, and we can keep recruitment open.

Please claim a class (I'd like only 1 character per class) and begin making a character from levels 1-20. Let's go with PFS legal for simplicity's sake, but it doesn't have to be terribly generic. Feel free to be creative, but try not to stray too far from the heart of the class. We'll go first come, first serve on choosing a class, so once you claim it, you don't need to hear back from me before you starting making the character. Once you have the character made, please post a stat block for levels 1, 4, 7, 13, and 17.

As for how things will work, I won't tell you where the encounters come from (so as not to spoil things too much), and I'll form parties that are in some cases balanced and in other cases unbalanced (for playtesting purposes).

Please feel free to ask any questions that you might have!


Joseph Bonkers wrote:
Just thought of this. Wouldn't different APs have different character creation rules?

I'd like to keep character creation adventure-neutral, since I think that will give a better sense of how classes play with the encounters themselves.


There's so many different ways of building some classes, though... A melee fighter is going to be very different from a dedicated archer, for instance, and a Dervish Dancer plays very different from a standard Bard.

That being said, I think I'm going to make an Fighter (Archer). Not a terribly unique build, but a different one for me. I don't think I've ever made a pure fighter character before (NPCs? Sure, all the time).

What about retraining and wealth at each level? I assume Wealth-by-level chart, but does the gear need to carry over from level to level, or can we swap it out at will?


Rather than claim "classes" why not just claim a "role"?


Good point, DM-DR. People can just give me a concept of what they want to make, and I'll approve. But we should be okay with pretty much anything.

As for wealth by level, use the chart, and gear does not have to carry over.

RPG Superstar Season 9 Top 32

Oops, sorry, forgot to change back to my name (posted as DM-DR).

I am thinking about taking over a magical support role. Namely witch with the Time patron (for hastes and teleports), because I have never played one/ran one/been a player with one in the party. The 20th level game I'm running has the only witch I've encountered thus far.


Dotting for interest.

When you say stat the character at levels 1, 4, 7, 13, and 17, this means with WBL also correct?


Stiehl9s wrote:

Dotting for interest.

When you say stat the character at levels 1, 4, 7, 13, and 17, this means with WBL also correct?

For easy of reference, that's ~150, 6,000, 23,500, 140,000, and 410,000.

Liberty's Edge

I'd really like to play a paladin, using two-handed weapon, but with the ability to move to shield and sword, if necessary.

Are we doing point buy or the stat array?


This sounds interesting to me as well.

I will contemplate what Role / Class I want to have a chance to play with at multiple levels.

JDragon


Stielh9s wrote:
When you say stat the character at levels 1, 4, 7, 13, and 17, this means with WBL also correct?

You'll need to stat the characters at each level 1-20, because the playtesting will jump around from various levels, depending on the adventure that we're playtesting. But I only need to see the stat blocks from those levels (just so I have an idea of what your character is about).

Forthepie wrote:
Are we doing point buy or the stat array?

We'll follow PFS rules, so that's a 20-point buy.

Liberty's Edge

Thanks Seamus. This is a great exercise for me, even if I don't make the cut.


I would like to claim barbarian or fighter either one. Does anyone else want to use one of those classes specifically?

Liberty's Edge

I'd actually like to switch to Ranger.

Ranger Level 1:
Artemis Deacon
Human Ranger 1
CG Medium Humanoid (human)
Init +4; Senses Perception +6
--------------------
Defense
--------------------
AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex)
hp 11 (1d10+1)
Fort +3, Ref +6, Will +2
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greataxe +3 (1d12+3/x3) and
Greatclub +3 (1d10+3/x2) and
Unarmed strike +3 (1d3+2/x2)
Ranged Longbow +5 (1d8/x3)
Special Attacks favored enemy (humans +2)
Ranger Spells Prepared (CL 0):
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 12, Int 10, Wis 14, Cha 8
Base Atk +1; CMB +3; CMD 16
Feats Point Blank Shot, Precise Shot
Traits Affable, Armor Expert
Skills Acrobatics +1 (-3 jump), Bluff -1 (+1 vs. humans), Climb -1, Diplomacy -1 (+1 to gather information.), Escape Artist +1, Fly +1, Handle Animal +3, Knowledge (dungeoneering) +4 (+6 vs. humans), Knowledge (geography) +4 (+6 vs. humans), Knowledge (nature) +4 (+6 vs. humans), Perception +6 (+8 vs. humans), Ride +1, Sense Motive +2 (+4 vs. humans), Stealth +5, Survival +6 (+8 vs. humans, +7 to track), Swim +3
Languages Common
SQ track, wild empathy
Combat Gear Oil (5); Other Gear Studded leather armor, Arrows (40), Greataxe, Greatclub, Longbow, Backpack, Belt Pouch, Chalk (5), Charcoal stick (5), Earplugs, Hammer, Iron spike (2), Piton (5), Pole, Ranger's kit, 9 GP, 7 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Armor Expert -1 Armor check penalty.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Ranger Level 4:
Artemis Deacon
Human Ranger 4
CG Medium Humanoid (human)
Init +4; Senses Perception +9
--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 32 (4d10+4)
Fort +5 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +8, Will +3
--------------------
Offense
--------------------
Speed 20 ft.
Melee Greatclub +6 (1d10+3/x2) and
Masterwork Greatsword +7 (2d6+3/19-20/x2) and
Unarmed strike +6 (1d3+2/x2)
Ranged +1 Composite longbow (Str +1) +9 (1d8+2/x3)
Special Attacks favored enemy (goblinoids +2)
Ranger Spells Prepared (CL 1):
1 (1/day) Gravity Bow
--------------------
Statistics
--------------------
Str 14, Dex 19, Con 12, Int 10, Wis 14, Cha 8
Base Atk +4; CMB +6; CMD 19
Feats Boon Companion (Animal Companion), Endurance, Point Blank Shot, Precise Shot, Rapid Shot
Traits Affable, Armor Expert
Skills Acrobatics +1 (-3 jump), Bluff -1 (+1 vs. goblinoids), Climb +6, Diplomacy -1 (+1 to gather information.), Escape Artist +1, Fly +1, Handle Animal +6, Heal +8, Knowledge (dungeoneering) +5 (+7 vs. goblinoids, +7 to navigate underground), Knowledge (engineering) +1 (+3 vs. goblinoids), Knowledge (geography) +5 (+7 vs. goblinoids, +7 while in forest terrain), Knowledge (nature) +5 (+7 vs. goblinoids), Perception +9 (+11 vs. goblinoids, +11 while in forest terrain), Ride +1, Sense Motive +2 (+4 vs. goblinoids), Stealth +8 (+10 while in forest terrain), Survival +9 (+11 vs. goblinoids, +11 while in forest terrain, +11 to track, +11 to avoid becoming lost when using this), Swim +6 (+10 to resist nonlethal damage from exhaustion)
Languages Common
SQ animal companion link, combat styles (archery), favored terrain (forest +2), hunter's bonds (wolf companion, wolf), share spells with companion, track, wild empathy
Combat Gear Potion of cure light wounds, Candlerod (2), Healer's kit, Oil (5), Sunrod (3); Other Gear +1 Studded leather armor, +1 Composite longbow (Str +1), Arrows (40), Greatclub, Masterwork Greatsword, Efficient quiver (4 @ 11 lbs), Backpack, masterwork (20 @ 36 lbs), Bedroll, Belt pouch (12 @ 0.5 lbs), Chalk (5), Charcoal stick (5), Compass, Crowbar, Earplugs, Grappling hook, Hammer, Iron spike (2), Mess kit, Piton (5), Pole, Rope (2), Sack (empty), Sack (empty), Shovel, folding, Signal horn, Waterskin (2), 51 GP, 8 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Arrows - 0/40
Candlerod - 0/2
Healer's kit (10/10 uses remaining) - 0/10
Potion of cure light wounds - 0/1
Sunrod - 0/3
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +2 Add the listed bonus to survival checks made to track.
Wild Empathy +3 (Ex) Improve the attitude of an animal, as if using Diplomacy.


Well, I'm doing a fighter, but I'm going the archery route. At least for the moment. I'm somehow feeling very feat-starved, which is odd for a fighter.


Cool I will go for a barbarian then.


Looks like we could use some spell casters.

I think I will go for a cleric of some kind, will post more when I have an idea.

Might be a few days as I have some school work to attend to first.

JDragon

Liberty's Edge

Ranger Level 7:
Artemis Deacon
Human Ranger 7
CG Medium Humanoid (human)
Init +5; Senses Perception +13
--------------------
Defense
--------------------
AC 21, touch 15, flat-footed 16 (+6 armor, +5 Dex)
hp 53 (7d10+7)
Fort +6 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +10, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Greatsword +10/+5 (2d6+4/19-20/x2) and
Greatclub +9/+4 (1d10+3/x2) and
Unarmed strike +9/+4 (1d3+2/x2)
Ranged +1 Seeking Composite longbow (Str +1) +14/+9 (1d8+2/x3)
Special Attacks favored enemies (goblinoids +4, humans +2)
Ranger Spells Prepared (CL 4):
2 (1/day) Barkskin
1 (2/day) Longstrider, Gravity Bow
--------------------
Statistics
--------------------
Str 14, Dex 21, Con 12, Int 10, Wis 16, Cha 8
Base Atk +7; CMB +9; CMD 24
Feats Boon Companion (Animal Companion), Deadly Aim -2/+4, Endurance, Improved Precise Shot, Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow)
Traits Affable, Armor Expert
Skills Bluff -1 (+3 vs. goblinoids, +1 vs. humans), Climb +11, Diplomacy -1 (+1 to gather information.), Handle Animal +9, Heal +10, Knowledge (dungeoneering) +6 (+10 vs. goblinoids, +8 vs. humans, +8 to navigate underground), Knowledge (engineering) +2 (+6 vs. goblinoids, +4 vs. humans), Knowledge (geography) +7 (+11 vs. goblinoids, +9 vs. humans, +9 while in forest terrain), Knowledge (nature) +7 (+11 vs. goblinoids, +9 vs. humans), Perception +13 (+17 vs. goblinoids, +15 vs. humans, +15 while in forest terrain), Ride +9, Sense Motive +3 (+7 vs. goblinoids, +5 vs. humans), Stealth +15 (+17 while in forest terrain), Survival +13 (+17 vs. goblinoids, +15 vs. humans, +15 while in forest terrain, +16 to track, +15 to avoid becoming lost when using this), Swim +11 (+15 to resist nonlethal damage from exhaustion)
Languages Common
SQ animal companion link, combat styles (archery), favored terrain (forest +2), hunter's bonds (wolf companion, wolf), seeking, share spells with companion, track, wild empathy, woodland stride
Combat Gear Pearl of power (1st level) (1/day), Potion of cure light wounds (2), Potion of cure moderate wounds (2), Wand of cure light wounds, Candlerod (2), Healer's kit, Oil (5), Sunrod (3); Other Gear +2 Mithral Chain shirt, +1 Greatsword, +1 Seeking Composite longbow (Str +1), Cold Iron Arrow, durable (50), Greatclub, Silver Arrow, durable (50), Belt of incredible dexterity +2, Efficient quiver (102 @ 23 lbs), Handy haversack (34 @ 72 lbs), Headband of inspired wisdom +2, Bedroll, Belt pouch (11 @ 0 lbs), Chalk (5), Charcoal stick (5), Compass, Crowbar, Earplugs, Grappling hook, Hammer, Iron spike (2), Mess kit, Piton (5), Pole, Rope (2), Sack (empty), Sack (empty), Shovel, folding, Signal horn, Waterskin (2), 414 GP, 3 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Candlerod - 0/2
Cold Iron Arrow, durable - 0/50
Healer's kit (10/10 uses remaining) - 0/10
Pearl of power (1st level) (1/day) - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/2
Silver Arrow, durable - 0/50
Sunrod - 0/3
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Favored Enemy (Goblinoids +4) (Ex) +4 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Humans +2) (Ex) +2 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +2) (Ex) +2 to rolls vs Favored Terrain (Forest).
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Track +3 Add the listed bonus to survival checks made to track.
Wild Empathy +6 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Ranger Level 13:
Artemis Deacon
Human Ranger 13
CG Medium Humanoid (human)
Init +6; Senses Perception +19
--------------------
Defense
--------------------
AC 27, touch 18, flat-footed 21 (+9 armor, +6 Dex, +2 deflection)
hp 95 (13d10+13)
Fort +12 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +17, Will +10
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Greatclub +17/+12/+7 (1d10+5/x2) and
+1 Greatsword +17/+12/+7 (2d6+5/19-20/x2) and
Gauntlet (from Armor) +16/+11/+6 (1d3+3/x2) and
Unarmed strike +16/+11/+6 (1d3+3/x2)
Ranged +2 Adaptive, Holy, Seeking Composite longbow (Str +0) +21/+16/+11 (1d8+15+2d6 vs. Evil/x3)
Special Attacks favored enemies (evil outsiders +2, goblinoids +2, humans +6)
Ranger Spells Prepared (CL 10):
3 (2/day) Instant Enemy, Instant Enemy
2 (3/day) Barkskin, Barkskin, Hide Campsite (DC 15)
1 (4/day) Longstrider, Feather Step (DC 14), Gravity Bow, Gravity Bow
--------------------
Statistics
--------------------
Str 16, Dex 23, Con 12, Int 10, Wis 16, Cha 8
Base Atk +13; CMB +16; CMD 34
Feats Boon Companion (Animal Companion), Combat Reflexes (7 AoO/round), Deadly Aim -4/+8, Endurance, Improved Precise Shot, Improved Snap Shot, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (Longbow)
Traits Affable, Armor Expert
Skills Acrobatics +5, Bluff -1 (+1 vs. goblinoids, +5 vs. humans, +1 vs. evil outsiders), Climb +11, Diplomacy -1 (+1 to gather information.), Escape Artist +5, Fly +5, Handle Animal +15, Heal +11, Knowledge (dungeoneering) +9 (+11 vs. goblinoids, +15 vs. humans, +11 vs. evil outsiders, +11 to navigate underground), Knowledge (engineering) +4 (+6 vs. goblinoids, +10 vs. humans, +6 vs. evil outsiders), Knowledge (geography) +10 (+12 vs. goblinoids, +16 vs. humans, +12 vs. evil outsiders, +14 while in forest terrain, +12 while in mountainous terrain, +12 while in underground terrain), Knowledge (nature) +10 (+12 vs. goblinoids, +16 vs. humans, +12 vs. evil outsiders), Perception +19 (+21 vs. goblinoids, +25 vs. humans, +21 vs. evil outsiders, +23 while in forest terrain, +21 while in mountainous terrain, +21 while in underground terrain), Ride +13, Sense Motive +3 (+5 vs. goblinoids, +9 vs. humans, +5 vs. evil outsiders), Spellcraft +5, Stealth +21 (+25 while in forest terrain, +23 while in mountainous terrain, +23 while in underground terrain), Survival +19 (+21 vs. goblinoids, +25 vs. humans, +21 vs. evil outsiders, +23 while in forest terrain, +21 while in mountainous terrain, +21 while in underground terrain, +25 to track, +21 to avoid becoming lost when using this), Swim +11 (+15 to resist nonlethal damage from exhaustion), Use Magic Device +5
Languages Common
SQ animal companion link, camouflage, combat styles (archery), favored terrains (forest +4, mountainous +2, underground +2), hunter's bonds (wolf companion, wolf), quarry, seeking, share spells with companion, swift tracker, track, wild empathy, woodland stride
Combat Gear Extend metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (2nd level) (1/day), Pearl of power (3rd level) (1/day), Potion of cure light wounds (2), Potion of cure moderate wounds (4), Wand of cure light wounds, Wand of cure light wounds, Wand of Gravity Bow, Candlerod (2), Healer's kit, Oil (5), Sunrod (3); Other Gear Celestial armor, +1 Greatclub, +1 Greatsword, +2 Adaptive, Holy, Seeking Composite longbow (Str , Cold Iron Arrow, durable (50), Silver Arrow, durable (50), Belt of physical might (Str & Dex +2), Boots of friendly terrain (forest), Bracers of archery, greater, Cloak of resistance +3, Efficient quiver (102 @ 23 lbs), Goggles of night, Handy haversack (41 @ 77 lbs), Headband of inspired wisdom +2, Ring of protection +2, Bedroll, Belt pouch (11 @ 0 lbs), Chalk (5), Charcoal stick (5), Compass, Crowbar, Earplugs, Grappling hook, Hammer, Iron spike (2), Mess kit, Piton (5), Pole, Rope (2), Sack (empty), Sack (empty), Shovel, folding, Signal horn, Waterskin (2), 8209 GP, 3 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Candlerod - 0/2
Cold Iron Arrow, durable - 0/50
Extend metamagic rod (lesser) (3/day) - 0/3
Fly (1/day) - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (2nd level) (1/day) - 0/1
Pearl of power (3rd level) (1/day) - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/4
Silver Arrow, durable - 0/50
Sunrod - 0/3
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of friendly terrain (forest) Gain a Favored Terrain or increase bonus by 2 if already have same.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Combat Reflexes (7 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Deadly Aim -4/+8 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Humans +6) (Ex) +6 to rolls vs Favored Enemy (Humans).
Favored Terrain (Forest +4) (Ex) +4 to rolls vs Favored Terrain (Forest).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Underground +2) (Ex) +2 to rolls vs Favored Terrain (Underground).
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry +2 to hit and other bonuses against your designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Seeking Ignores miss chances, but must be aimed at the correct square.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +6 Add the listed bonus to survival checks made to track.
Wild Empathy +12 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Ranger Level 17:
Artemis Deacon
Male Human Ranger 17
CG Medium Humanoid (human)
Init +8; Senses Perception +24
--------------------
Defense
--------------------
AC 32, touch 23, flat-footed 24 (+9 armor, +8 Dex, +5 deflection)
hp 123 (17d10+17)
Fort +16 (+4 vs. hot or cold environments and to resist damage from suffocation), Ref +23, Will +14
Defensive Abilities evasion, improved evasion
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 Greatclub +22/+17/+12/+7 (1d10+7/x2) and
+1 Greatsword +22/+17/+12/+7 (2d6+7/19-20/x2) and
Gauntlet (from Armor) +21/+16/+11/+6 (1d3+4/x2) and
Unarmed strike +21/+16/+11/+6 (1d3+4/x2)
Ranged +2 Adaptive, Holy, Seeking Composite longbow (Str +0) +26/+21/+16/+11 (1d8+18+2d6 vs. Evil/x3)
Special Attacks favored enemies (evil outsiders +2, goblinoids +2, humans +8, magical beasts +2)
Ranger Spells Prepared (CL 14):
4 (2/day) Bow Spirit, Terrain Bond
3 (3/day) Magic Fang, Greater, Instant Enemy, Instant Enemy
2 (4/day) Wind Wall, Barkskin, Barkskin, Hide Campsite (DC 16)
1 (5/day) Longstrider, Feather Step (DC 15), Gravity Bow, Gravity Bow, Shield Companion
--------------------
Statistics
--------------------
Str 18, Dex 26, Con 12, Int 14, Wis 18, Cha 12
Base Atk +17; CMB +21; CMD 44
Feats Boon Companion (Animal Companion), Clustered Shots, Combat Reflexes (9 AoO/round), Critical Focus, Deadly Aim -5/+10, Endurance, Improved Precise Shot, Improved Snap Shot, Manyshot, Point Blank Master (Longbow), Point Blank Shot, Precise Shot, Rapid Shot, Snap Shot, Weapon Focus (Longbow)
Traits Affable, Armor Expert
Skills Acrobatics +7, Bluff +1 (+3 vs. goblinoids, +9 vs. humans, +3 vs. magical beasts, +3 vs. evil outsiders), Climb +12, Diplomacy +1 (+3 to gather information.), Escape Artist +7, Fly +7, Handle Animal +21, Heal +13, Knowledge (dungeoneering) +12 (+14 vs. goblinoids, +20 vs. humans, +14 vs. magical beasts, +14 vs. evil outsiders, +14 to navigate underground), Knowledge (engineering) +6 (+8 vs. goblinoids, +14 vs. humans, +8 vs. magical beasts, +8 vs. evil outsiders), Knowledge (geography) +15 (+17 vs. goblinoids, +23 vs. humans, +17 vs. magical beasts, +17 vs. evil outsiders, +21 while in forest terrain, +17 while in mountainous terrain, +19 while in underground terrain), Knowledge (nature) +15 (+17 vs. goblinoids, +23 vs. humans, +17 vs. magical beasts, +17 vs. evil outsiders), Perception +24 (+26 vs. goblinoids, +32 vs. humans, +26 vs. magical beasts, +26 vs. evil outsiders, +30 while in forest terrain, +26 while in mountainous terrain, +28 while in underground terrain), Ride +20, Sense Motive +4 (+6 vs. goblinoids, +12 vs. humans, +6 vs. magical beasts, +6 vs. evil outsiders), Spellcraft +10, Stealth +27 (+33 while in forest terrain, +29 while in mountainous terrain, +31 while in underground terrain), Survival +24 (+26 vs. goblinoids, +32 vs. humans, +26 vs. magical beasts, +26 vs. evil outsiders, +30 while in forest terrain, +26 while in mountainous terrain, +28 while in underground terrain, +32 to track, +26 to avoid becoming lost when using this), Swim +12 (+16 to resist nonlethal damage from exhaustion), Use Magic Device +7
Languages Common, Draconic, Giant
SQ animal companion link, camouflage, combat styles (archery), favored terrains (forest +6, mountainous +2, underground +4), hide in plain sight, hunter's bonds (wolf companion, wolf), quarry, seeking, share spells with companion, swift tracker, track, wild empathy, woodland stride
Combat Gear Extend metamagic rod (lesser) (3/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (1st level) (1/day), Pearl of power (2nd level) (1/day), Pearl of power (2nd level) (1/day), Pearl of power (3rd level) (1/day), Pearl of power (3rd level) (1/day), Pearl of power (4th level) (1/day), Potion of cure light wounds (2), Potion of cure moderate wounds (4), Ring of invisibility, Wand of cat's grace, Wand of cure light wounds, Wand of cure light wounds, Wand of Gravity Bow, Candlerod (2), Healer's kit, Oil (5), Sunrod (3); Other Gear Celestial armor, +1 Greatclub, +1 Greatsword, +2 Adaptive, Holy, Seeking Composite longbow (Str , Cold Iron Arrow, durable (50), Silver Arrow, durable (50), Bag of holding III (9 @ 0 lbs), Belt of physical might (Str & Dex +4), Boots of friendly terrain (forest), Boots of friendly terrain (mountainous), Bracers of archery, greater, Cloak of resistance +5, Efficient quiver (102 @ 23 lbs), Efficient quiver (empty), Goggles of night, Handy haversack (37 @ 79 lbs), Headband of mental superiority +4 (Perception, Ste, Manual of quickness of action +1, Ring of protection +5, Bedroll, Belt pouch (11 @ 0 lbs), Chalk (5), Charcoal stick (5), Compass, Crowbar, Earplugs, Grappling hook, Hammer, Iron spike (2), Mess kit, Piton (5), Pole, Rope (2), Sack (empty), Sack (empty), Shovel, folding, Signal horn, Waterskin (2), 81109 GP, 3 SP, 7 CP
--------------------
TRACKED RESOURCES
--------------------
Candlerod - 0/2
Cold Iron Arrow, durable - 0/50
Extend metamagic rod (lesser) (3/day) - 0/3
Fly (1/day) - 0/1
Healer's kit (10/10 uses remaining) - 0/10
Invisibility (At will) - 0/0
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (1st level) (1/day) - 0/1
Pearl of power (2nd level) (1/day) - 0/1
Pearl of power (2nd level) (1/day) - 0/1
Pearl of power (3rd level) (1/day) - 0/1
Pearl of power (3rd level) (1/day) - 0/1
Pearl of power (4th level) (1/day) - 0/1
Potion of cure light wounds - 0/2
Potion of cure moderate wounds - 0/4
Silver Arrow, durable - 0/50
Sunrod - 0/3
Wand of cat's grace - 0/50
Wand of cure light wounds - 0/50
Wand of cure light wounds - 0/50
--------------------
Special Abilities
--------------------
Affable +2 on Diplomacy to gather information and do so in half time.
Animal Companion Link (Ex) You have a link with your Animal Companion.
Armor Expert -1 Armor check penalty.
Boon Companion (Animal Companion) +4 levels to calc familiar/animal comp abilities (max of your HD).
Boots of friendly terrain (forest) Gain a Favored Terrain or increase bonus by 2 if already have same.
Camouflage (Ex) Can use the Stealth skill in favored terrain, even without cover/concealment.
Clustered Shots Total damage from full-round ranged attacks before applying DR
Combat Reflexes (9 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Compass +2 circumstance for Survival or Knowledge (Dungeoneering) to avoid becoming lost.
Critical Focus +4 to confirm critical hits.
Deadly Aim -5/+10 Trade a penalty to ranged attacks for a bonus to ranged damage.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Endurance +4 to a variety of skill checks. Sleep in L/M armor with no fatigue.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Favored Enemy (Evil Outsiders +2) (Ex) +2 to rolls vs Favored Enemy (Evil Outsiders).
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Favored Enemy (Humans +8) (Ex) +8 to rolls vs Favored Enemy (Humans).
Favored Enemy (Magical Beasts +2) (Ex) +2 to rolls vs Favored Enemy (Magical Beasts).
Favored Terrain (Forest +6) (Ex) +6 to rolls vs Favored Terrain (Forest).
Favored Terrain (Mountain +2) (Ex) +2 to rolls vs Favored Terrain (Mountain).
Favored Terrain (Underground +4) (Ex) +4 to rolls vs Favored Terrain (Underground).
Hide in Plain Sight (Su) You can use Stealth even while observed, as long as there is a shadow within 10'
Improved Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead. If you fail you take half damage.
Improved Precise Shot Ignore AC bonuses and miss chance from anything less than total cover/concealment.
Improved Snap Shot You threaten an additional 10 feet with Snap Shot
Manyshot You can shoot two arrows as the first attack of a full attack action.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Quarry +2 to hit and other bonuses against your designated quarry.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Ring of invisibility By activating this simple silver ring, the wearer can benefit from invisibility, as the spell.

Construction
Requirements: Forge Ring, invisibility; Cost 10,000 gp
Seeking Ignores miss chances, but must be aimed at the correct square.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Snap Shot Threaten squares within 5 feet of you when wielding a ranged weapon
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Track +8 Add the listed bonus to survival checks made to track.
Wild Empathy +18 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

Not going to lie, this was educational, to say the least. Fun exercise, even if nothing comes of it. I might be a little high WBL in the 7 and 13ish levels, but not by much. I didn't spend all the gold I added in any of the levels, probably could reduce some of it here and there. As I look back, I'd probably change around some of the magical item purchases and perhaps adjust some skills differently. In fact, I am not sure I'll go with a wolf in the "live" version.


Barbarian Lvl 1:
Alaric Urathorn
Male Human Invulnerable Rager 1
CG Medium Humanoin (Human)
Init +3 Senses perception +4
----------------
DEFENSE
----------------
AC 16
hp 16
Fort +7
Ref +1
Will +0
----------------
OFFENSE
----------------
Spd 40 ft. (30 ft. in scale mail)
Melee +6
Hellion +6 2d6+7
19-20/x2 Slashing

Bite +2 1d2+5
x2 Piercing
Ranged +2
Short bow +2 1d6
x3 Piercing
20 arrows
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 20
Dex 12
Con 16
Int 10
Wis 10
Cha 7
Base Atk +1
CMB +6
CMD 17
Feats
power attack

Traits
reactionary
mother's teeth

Skills
Acrobatics +5
intimidate +2
Perception +4
Survival +4
Total Points: 4
Languages Common
Combat Equipment
Scale mail
Hellion (Greatsword)
Short bow
20 arrows
Other Possessions
3 gp
8 sp
backpack
bedroll
signal horn
silk rope (50 ft.)
10 torches
4 days rations
flint and steel
----------------
SPECIAL ABILITIES
----------------
Dual talent
Fast movement
Rage 7 rounds/day


I will try to finish the rest over the next few days.


Dangit, there goes barbarian :(
Hmmm... Lets see... I could build blaster oracle (never done that before), Cavalier, or Druid.
I think I will go Cavalier and possibly build a Druid afterwards if no one has claimed it by then.
I will also create a separate alias, just to make storing everything in it easier :P
I might not be able to get at it immediately as I have a few projects on the go, but I will get at it soon :)


So what roles are left unclaimed?

Scarab Sages

I'm going to take the Alchemist (Beastmorph) role


Alright, here's what we have so far:

Iron Killer: Alchemist (Beastmorph)
Joseph Bonkers: Cavalier
Billybrainpan: Barbarian
Forthepie: Ranger
JDragon: Cleric
Bobson: Fighter (archer)
Donald Robinson: Witch (Time Patron)

We probably shouldn't have any more archer types, and I'd really like to see some more casters, particularly arcane casters.


I'm tempted to try an old stand-by that I've never really gotten to play... a human Arcane bloodline Sorcerer, shooting for Improved FAmiliar (are mephits able to use UMD?) and a flexible and (more) robust spell list via the human favored class bonus.

Scarab Sages

Here's the first level:

Alchemist (Beastmorph) Level 1:
Kalarra
Tiefling Alchemist (Beastmorph) 1
CG Medium Outsider (native)
Init +5; Senses darkvision 60 ft.; Perception 4
DEFENSE
AC 17, touch 13, flat-footed 14 (+2 armor, +3 Dex, +2 natural armor)
hp 9 (Favored Class Bonus)
Fort +2, Ref +5, Will +0
OFFENSE
Speed 30 ft.
Melee 2 claws +1(1d4+1/x2), morningstar +1(1d8+1/x2)
Ranged light crossbow with 10 bolts+3(1d10/19-20 x2)
STATISTICS
Str 13, Dex 16, Con 10, Int 18, Wis 10, Cha 10
Base Atk +0; CMB +1; CMD 14
Feats Extra Bombs, Trow Anything, Armor of the Pit
Traits Reactionary, Mathematical Prodigy
Special Abilities Fiendish Resistance, Maw or Claw, Prehensile Tail
Skills Appraise +8, Craft(Alchemy) +8, Disable Device +7, Heal +4, Knowledge(Nature) +8, Perception +4, Spellcraft +8, Use Magic Device +4; Racial Modifiers +2 Bluff, +2 Stealth
Languages Common, Infernal
Gear (leather armor, morningstar, light crossbow, crossbow bolt (10), explorer's outfit, and alchemist's kit)
56 gold

Scarab Sages

I'll get the rest up in the next few days.

Liberty's Edge

Seamus, are you wanting a "tanky" character or just wing it? I am not totally locked into Ranger, if you feel like we have too many archers. I can even adjust him to a more switch hitter role, if you'd like. So many awesome options in classes, even playing the base models. I realize you are looking for a couple groups, so perhaps 2 archers isn't a huge issue.


Sign me up for a trip based fighter. Can I do that, since the other fighter is a ranged attacker?


Scratch my volunteering to be the caster... I can't come up with the time o rmotivation to think through all the spell choices.

If my time opens up, I'll try to put something together.


@Forthpie you're fine with your Ranger. It looks good.

@Tyler Gibson yes, a trip-based fighter is just fine.


Barbarian Lvl 4:
Alaric Urathorn
Male Human Invulnerable Rager 4
CG Medium Humanoid (Human)
Init +3 Senses perception +7
----------------
DEFENSE
----------------
AC 18 (+1 dex, +6 armor, +1 natural)
hp 49
Fort +9
Ref +2
Will +1
DR 2/-
----------------
OFFENSE
----------------
Spd 40 ft. (30 ft. in scale mail)
Melee +9
Hellion +11 2d6+8
19-20/x2 Slashing

Bite +4 1d2+5
x2 Piercing
Ranged +5
Mwk Short bow +6 1d6
x3 Piercing
20 arrows
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 21
Dex 12
Con 16
Int 10
Wis 10
Cha 7
Base Atk +4
CMB +9
CMD 20
Feats
power attack
furious focus

Traits
reactionary
mother's teeth

Skills
Acrobatics +8
intimidate +5
Perception +7
Survival +7
Total Points: 16
Languages Common
Combat Equipment
+1 Scale mail
Hellion (+1 Greatsword)
Mwk Short bow
20 arrows
Other Possessions
153 gp
8 sp
Amulet of natural armor +1
backpack
bedroll
signal horn
silk rope (50 ft.)
10 torches
4 days rations
flint and steel
----------------
SPECIAL ABILITIES
----------------
Dual talent
Fast movement
Rage 13 rounds/day
DR 2/-
Endure elements
Lesser beast totem
Guarded stance (+1)


Alright I am going to get working on my Human (most likely) Cavalier of the dragon.


Introducing Sir Rodrick The Knight!
He is pretty much your everyman solder although he aspires to be a great leader.
He is very much support based and should be able to greatly help those around him. Woe be the enemy if I manage to get inside a group of solders!
He is 99.9% done, I just need to give him a second trait and some mundane gear, although he has no background yet.
This is Joseph by the by.

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