2 teams for short dungeon crawl tournament game


Recruitment

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What I have so far Will be better formatted once I get home. [Cleric 1, Fighter 1] Once I decide between Freya and Sefagreth I can start on a background. The god I like with mediocre domains or the generic city god with some of the best domains. Grrr.

Kára:
Str 15, Dex 14, Con 14, Int 8, Wis 16, Cha 10

HP: 20, Bab +1
AC 17 (+5 Armor, +2 Dex)
Fort +6, Refl +2, Will +3

Skill Points
6 Total
Class Skills:

Climb
[1]Diplomacy +4
[1]Heal +7
Intimidate
Linguistics
[1]Sense Motive +7
[1]Spellcraft +3
[1]Survival +7
Swim

K. Arcana
K. History
K. Nobility
K. Planes
[1]K. Religion +3
K. Dungeoneering
K. Engineering

Gear: Capacity LL 66, ML 133, HL 200. Carried 56lb in Weapons and Armor, 32 Misc. 88 total.

Morningstar 8g 6lb
Glaive 10g 10lb
Scale Mail 50g 40lb
Clerics Vestmints - -
Clerics Kit 16g 32lb (Backpack, Bedroll, Belt Pouch, Candles, Holy Text, Flint and Steel, Iron Pot, Mess Kit, Rope, Soap, Spell Component Pouch, Torches [10], Rations [5], Waterskin, Wodden Holy Symbol)

Gold: 66g

Feats
[Human] ?
[Bonus] ?
[1st lvl] Power Attack
[Fighter Bonus] Combat Reflexse


Hmm. Will get GB when I can, then.

For now, lets say that after charging and getting the AoO, he will switch to the earthbreaker and occasionally knockback, 5 ft. step, and get AoOs from Lucerne Hammer.

What else do you need for my crunch?


Nothing I just haven't audited it or whatever. I am really slow at doing that, so if any of you want to look at each others stats for errors it would be a big help.

Also anyone who uses hero lab, send me the .por that makes my life super easy.

gmail mooredm80


moonscar, let me get some more deities up, the 3.5 ones I have are way more flavorful.

I can work with you a little on domains and sub-domains because the pantheon is still clearly a work in progress. Charm just doesn't seem right for Freya to me though.

Maybe Tykee?

Tykee, Goddess of Luck and Fortune:

Alignment: Chaotic Good
Domains: Good, Luck
Symbol: A Wheel of Fortune
Garb: Golden robes and courtiers attire, symbolizing
good fortune and success.
Favored Weapons: Whip
Form of Worship and Holidays: Gamblers call upon
Tykee constantly, and any day when someone wins big is considered a holy day for this goddess. Her worship- pers make sure to donate a portion of all winnings to the Church of Tykee.
Typical Worshippers: Gamblers, rogues, bards, and all those who live risky lives revere this deity.

Lady Luck wears many guises. She embodies good fortune, and is praised during winning streaks and big wagers. She is also appealed to by losing gamblers, in the hope that she will eventually favor them. Other strokes of good fortune such as good harvests, unexpected preg- nancies, financial windfalls and similar events are also sacred events to Tykee and her followers. Her temples are usually quite prosperous, as especially lucky gamblers often give part of their winnings to the goddess.


A much better option than Sefagreth. Alright flavor, good domains and whip proficiency is interesting. I'm probably going to laugh every time I say Tykee. Ohhh, Myyy.

I'm not stuck on the Crarm domain. I just thought the Love sub-domain was better than anything on her portfolio. The animal domain is just useless more so with an extra fighter level in there. Healing too might as well throw away my bonus spells.

If I choose Freya it's going to be Tactics (War), and Good.

The domains I'm most interested in are:
Good or Chaos then Luck or Travel. Tykee 3/4 so she's definitely worth considering.


DMG wrote:

Survey for Applicants

*What is your posting availability like? What do you like in terms of pace for PbP?

*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

*How many PbP do you currently participate in? Player or GM?

*What does "Old School" mean to you?

*Would you have still been interested in this campaign if it was CRB only? Why or why not?

I am available early mornings, late nights, and some days

I have no clue what the setting is

None

Being ridiculously paranoid, being prepared for anything, and still dying to a dragon. I have never played old school D&D that's just what some of the people on the forums make it sound like

Nope. I very much like to have flexibility in my choices, and I have been slightly spoiled in that department

as for what i would like to play, it would be a brawler(fighter)1 and master of many maneuvers(monk)1
pending approval of archetypes i will make the character


Hey, this is Kios. I submit Grokar son Bakur, the Half-Orc Ranger(Skirmisher) 2. What are your thoughts?
HP: 12 + 1d10 + 2 ⇒ 12 + (10) + 2 = 24

Crunch:
|Str 16|Dex 12|Con 14|Int 8|Wis 16|Cha 10|

-------------
Offense
-------------
Melee +5 Ranged +3 CMB +5
+5 Claws x2 (1d4+3), +5 Bite(1d4+3)
+3 Javelin (1d6+3, 30ft range)

-------------
Defense
-------------
AC 15 Touch 11 FF 14 CMD 14
Fort +5 Ref +4 Will +3
Senses: Darkvision 60ft, Scent, +8 Perception, +4 Sense Motive
-------------
Skills
-------------
7 Climb (1 +3 Class +3 Str)
4 Knowledge:Nature (2 +3 Class -1 Int)
8 Perception (2 +3 Class +3 Wis)
4 Sense Motive (1 +3 Wis)
5 Stealth (1 +3 Class +1 Dex)
8 Survival (2 +3 Class +3 Wis)
7 Swim (1 +3 Class +3 Str)

-------------
Class Abilities
-------------
Favored Enemy(Orc): +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks and +2 bonus on weapon attack and damage rolls against creature type selected. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Track: +1 to Survival when following tracks.

Wild Empathy: can improve the initial attitude of an animal that is visible and within 30 feat in a way similar to Diplomacy by rolling 1d20 and adding ranger level and Charisma bonus to determine the result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

Generally, influencing an animal in this way takes 1 minute, but might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check.

Aspect of the Beast:Claws of the Beast: gain two claws; primary natural attacks that deal 1d4 damage.

-------------
Racial Abilities
-------------
Intimidating: +2 to Intimidate.

Toothy: gain bite: 1d4 primary natural attack.

Weapon Familiarity: familiar with greataxes and falchions. "Orc" weapons are treated as martial.

Darkvision: see 60 feet in total darkness.

Orc Blood: counts as both Human and Orc for effects related to race.

-------------
Feats
-------------
Keen Scent: gain the scent special ability

Power Attack: can choose to take –1 on all melee attack rolls and combat maneuver checks to gain +2 on all melee damage rolls.

------------
Equipment
------------
15g Hide Armor: +4 armor bonus to AC, 4 max Dex, -2 Armor Check penalty.

6g Javelin x6: 1d6, x2 crit, 30 ft range, -4 attack penalty in melee.

1sp Sack: can hold 60 pounds of equipment, must be carried.

5sp Bandolier strapped across shoulder, holds up to 8 small items

1gp Waterskin holds up to 1/2 gallon of water


Background:
Grokar was born the son of a great Orcish warrior. His father's clan had fallen on hard times, constantly fighting other tribes and needed new blood, so they took it by force in order to fight on. This had proven fortunate for them.

The competition the younger orcs forced upon the half-breeds made many crafty, and few, such as Grokar, became strong. Soon, the clan was again large enough to fight and conquer. However, the old prejudices ran deep.

Grokar's father, Bakur, died defending his clan's lands. The clan abandoned Grokar, leaving him to die in the wilds. Grokar did not so easily die. He fought with everything he had, learning to survive where others might perish.

Personality:
Grokar is at heart a survivor. He finds it hard to depend on others and put his trust in them, but he is generally honest. He will do what it takes to become stronger because of his future goal.

Motivations:
Grokar's desire is to one day become strong so he can help found and defend his own tribe of powerful half-breeds. He will crush the tribe that found him unworthy and show all that half-breeds such as him are valuable.

To get to this point, he feels he needs worthy allies to train among and to travel to meet others that will join him in his quest.


Grokar looks great.

Takes me a while to audit characters but your stat-block layout is clean and organized, that will help me see that everything's accounted for.

Cool picture, Grokar is metal!

\m/


I am certainly still here. Right now I'm torn between two ideas, a half-elven fighter (archer) and a halfling sorcerer (verdant). I'll settle on one and submit the character soon.


Kios, answer these when you have time.


1. Are you comfortable in non-linear adventures that require self-determination? This is not really anything like an AP, the story isn't written yet. At some points you have to decide what interests you and what you want to pursue. This can lead to option paralysis for some players who aren't used to a sandbox. I have a few players who really engage with the environment and drive the story forward, but I need a couple more to really drive things.

I'm comfortable with this.

2. Do you have a problem with things like tracking ammunition and rations and using the encumbrance rules? I realize many people are hand-waving these things because they find them dull, but I really love the resource management/attrition/survival aspect of the game. It was close to the heart of the game the way I was playing it growing up. How much treasure can I get out of this dungeon and still be able to survive the trip back to town? That sort of thing. It's not for everyone, but it's too important to me to let go.

I'm not used to it, but I don't have a problem with it.

3. Do you have a problem with not being guaranteed any kind of WBL figures? I can't call the campaign low-magic exactly. You can find things that are way over WBL but they tend to be more flavorful items that people usually neglect in favor of the "big six". If you like to plan your build around specific items you will be frustrated. Crafting and shopping are limited compared to a standard modern pathfinder game.

If it means custom items, I'm down. My "build" doesn't really require a lot.

4. Where do you see this character being most interested in going at low-mid levels

-Wilderness Exploration
-Dungeon Crawl
-Cleansing Defiled Holy Sites

and at mid-high levels

-Mega-Dungeon
-Underdark
-Excavating Ruined Ancient City

also how interested are you in urban intrigue throughout career?

I mostly see this character being interested in Wilderness Exploration with possibly some Big Game/Bounty Hunting (which could lead to either of the three) later on.

In urban settings, he'd be at a bit of a loss, probably challenging strong looking half-bred peoples trying and most likely failing to gain allies and being particularly suspicious to the authorities.


Ok, so we can add Grokar.


markofbane wrote:
I am certainly still here. Right now I'm torn between two ideas, a half-elven fighter (archer) and a halfling sorcerer (verdant). I'll settle on one and submit the character soon.

I would be more inclined to see the archer. I've cribbed the verdant bloodline to use for a very specific bit of campaign fluff... a bandit king descended from the bloodline of an arch-druid who was excommunicated for throwing in his lot in a struggle between good and evil in centuries past. I guess that doesn't make the bloodline strictly off limits but I kind of enjoy having those particular ability strongly associated with his clan.

Plus we are short on good archers I think.

RPG Superstar 2015 Top 16

I'm submitting strong interest here. From reading your comments as a GM, I think I'd like your GM style.

I'm probably going to build a half-elf dirge bard, but I'll answer your questionnaire stuff for right now:

*What is your posting availability like? What do you like in terms of pace for PbP?

I work from home, so I can check the boards fairly frequently most of the time. I try to aim for a minimum of a post a day in each of my games, and more if we're in a fast-paced scene where my character is central.

*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

Nope, nada, nothing. Browsing the wiki at the moment.

*How many PbP do you currently participate in? Player or GM?

I'm in... 10-12 at the moment. I say 10-12 because several of my current games are apparently stalled/absent GM/whatever, so active count is more like 10. I GM 2 games, one of which is on a hiatus at the moment due to player busy-ness.

*What does "Old School" mean to you?

Greater responsibility on the player to realize that 'hey, you might not be expected to be able to win this battle! Ruuuun!' ;) Only half-joking with that, but I guess: higher PC mortality, more things happening just because 'the GM says so'. I don't mean that as an insult. Some of my funnest game memories come from a 2nd ed game I played in where the GM just made s~++ up because there were no hard rules for a lot of the stuff we did. I lost a truly awesome +3 sword to a portal at one point-- I think in "modern" Pathfinder, most players would kind of flip their s%$# at that happening, at the loss of that much investment of gold/etc, but in that game, it was just like a "oh man, ouch" and we moved on.

*Would you have still been interested in this campaign if it was CRB only? Why or why not?

Yes, I like the Core just fine. I use Hero Lab for the purposes of character building because otherwise there is simply no way I would have the patience to hunt through a zillion books for feats, traits, items, etc-- if I were restricted to just Core, I might feel more inclined to build from pure paper.

1. Are you comfortable in non-linear adventures that require self-determination?

Reasonably so, I like to think. I'm in a Kingmaker-esque game that's pretty sandboxy where my character is trying to take on a leadership role... it's no good if you're the only player trying to take initiative, though, I've learned that in several games. As long as my fellow players also take initiative, I think I'm good with it.

2. Do you have a problem with things like tracking ammunition and rations and using the encumbrance rules?

No, I tend to like campaigns where 'do you have food' is a concern (and am always slightly sad when a cleric's create-food-or-water abilities nerf that).

3. Do you have a problem with not being guaranteed any kind of WBL figures?

None whatsoever.

4. Where do you see this character being most interested in going at low-mid levels

-Wilderness Exploration
-Dungeon Crawl
-Cleansing Defiled Holy Sites

My bard would probably be down with any of those, honestly. Priority 1 = defiled holy sites, p2 = wilderness, p3 = dungeon crawl.

and at mid-high levels

-Mega-Dungeon
-Underdark
-Excavating Ruined Ancient City

City-->Underdark-->Dungeon.

This is not to say I don't like dungeon crawls, I do-- just that a bard is probably most interested in places where he can hold conversations and not just kill ooze after ooze.

...also how interested are you in urban intrigue throughout career?

That would be a 'yes, please' from this corner.


Hello! I'm following on dien's coattails to say that I'm also interested. She and I are kinda interested in being in the same group, if we are both selected! (Maybe even connected character applications.)

Survey Answers:
*What is your posting availability like? What do you like in terms of pace for PbP?

I'm a university student, so during the weekday my schedule depends on what my classes are like. I endeavour to post at least daily, and I generally check the forums in between classes (...or during classes...) on my phone. For quick things, I can post from my phone as well. I like a daily posting pace, or better; brisk and frequently active.

Side note: I'm Australian, so posting times may be weird in comparison to you Northern Hemispherians!

*How familiar are you with the setting? Have you run or played in Necromancer/FGG modules before?

A teeny, tiny little bit. I previously ran a Rappan Athuk PbP game that folded partially due to RL and partially because keeping up continuity when half the players drop out at the same time is a little hard. However, I set that game in Golarion, only taking from the setting that which could be converted over. So... a few names and places are familiar, but nothing much else.

*How many PbP do you currently participate in? Player or GM?

Way too many. *facepalm* (About 12, actually.) At the moment, I am playing in far more than I usually do as a result of the PFS PbP Game Day, but many are wrapping up sooner rather than later. PFS is by its nature a much more short-term sort of game anyway.

I currently GM one adventure path (Wrath of the Righteous), and two PFS modules for the game day that are both 3/4 of the way through to finishing.

*What does "Old School" mean to you?

Rocks fall and you die. Also, don't touch the bloody gem in that damned statue! ;)

More seriously, two things. One, a lack of "kiddy gloves"; and two, a lack of treating the CRB like gospel and adapting and bending the rules as appropriate.

*Would you have still been interested in this campaign if it was CRB only? Why or why not?

Hmm... yes and no. Core material is nice (and I do tend to rely on it), but I like the additional flexibility in being able to look through additional non-core materials. I would prefer more options than less, but a core-only campaign is certainly doable.

1. Are you comfortable in non-linear adventures that require self-determination?

I like to think so! I really do enjoy being able to follow my character's whims rather than jumping on the railway tracks. I also enjoy unconventional solutions to problems and creative storylines, as well as deep and meaningful character-focused arcs!

2. Do you have a problem with things like tracking ammunition and rations and using the encumbrance rules?

As a GM, I prefer to hand-wave this sort of thing because I feel that level of minutae takes away from the storytelling I like to do. Personal preference here, of course.

As a player, I'm really nonplussed either way. I'm happy to do so if that's what the game requires.

That said, I really dislike create water as a cantrip ruining desert/etc type adventures, and using magic as a solution to no supplies in general.

3. Do you have a problem with not being guaranteed any kind of WBL figures?

Nope.

4. Where do you see this character being most interested in going at low-mid levels

-Wilderness Exploration
-Dungeon Crawl
-Cleansing Defiled Holy Sites

Holy Sites --> Wilderness Exploration --> Dungeon Crawl

and at mid-high levels

-Mega-Dungeon
-Underdark
-Excavating Ruined Ancient City

City --> Mega-Dungeon --> Underdark

... For both these I'm honestly pretty flexible. I like varied environments and varied challenges.

...also how interested are you in urban intrigue throughout career?

Heck yeah!

At the moment I'm sort of musing maybe a cleric, maybe a druid, maybe an inquisitor... definitely something with a hint of spirituality to it. I am reading through the wiki to get ideas. :3


Ok, you two seem like a great fit as players.

You are in a lot of PbP already which is no problem for the tournament as long as you still post at least 1/day, 5 days/week. But that means good, well thought out, solid posts, that really stick.

For posts asking for clarification or posts that may need clarification obviously it's important you are checking back in.

I have a couple players who can manage being in a ton of games and still contribute meaningfully but sometimes it feels like the players with a lot of games are just "phoning in" their turn... Like, they come to the boards to check the status of ten or a dozen games and go down the list posting their turn. Those tend to be the ones who post incongruous stuff like "How high is the ceiling?" when we are outdoors.

Anyway I don't expect it to be a big deal in the tournament but if you made it to the sandbox I'm looking for a much greater level of immersion.


If it makes you feel any better about my general post quality (despite the high number of games), feel free to browse some of the games I'm in (GM, Rosalia, and Raina respectively).
I can manage multiple posts per day, although they will likely be shorter than the ones I make in these games. I always try to keep engaged and active as best I can, though!

(Full disclosure: It's been a crappy week for various personal reasons, so my posting rate has been pretty terrible in some cases. Promise I'm not normally like that. :P)

Also, I'm thinking of making an elven druid (and the half-sibling of dien's half-elven bard). Would you have any idea on where (wild) elves may live in the setting? The Forest of Hope is the only woodlands area I noticed, and, uh, I don't think that area is exactly the nicest place for elves to call home. ;)

And on that note, back to killing my players in WotR updating my games!


I will work on that wiki today, that wilderness map you looked at is only one fourth of the region where the campaign takes place. Forest of Hope is a lousy place for elves, there are elves, there are better elf homes on all three of the other map panels.

Map


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ATTENTION!!

Official tournament soundtrack here.


Here's my character! May need to be tweaked a little as appropriate, but it's an okay start.

Lyrasael "Lyr" Sylrune
A young, lithe elven woman with long hair the colour of autumn leaves and eyes like a wildcat's golden stare leans against the wall, seemingly bored. Her appearance is messy and wild, and the faint smell of earth lingers in the air around her. A fully-stacked quiver is hung over her shoulder, with her left hand occupied by a plain wooden bow and her right by a red-tailed hawk perched atop her leather glove.

Background:
Lyrasael grew up deep in the Longhollow Forest in a small elven community. Her father, known to her only as a "good-for-nothing useless drifter" courtesy of her mother, was not present in her life whatsoever. Daughter to the spiritual guide of the town, rather surprisingly considering her mother's age and the low birth rates of elves, she was expected from even her earliest years to follow the ways of her mother and eventually succeed her in the position. The lack of self-determination chafed on Lyr's nerves, but the more she protested, the more her mother insisted on micromanaging her every waking moment.

Unable to stand it anymore, Lyrasael made a deal with her mother: give her some freedom for fifty years, and after that she would return to take over her rightful duties. Her mother accepted these terms, with a catch: Lyr was to investigate rumours of where her father was, and if at all possible, drag his useless behind back home. That seemed simple enough, so Lyr agreed and promptly made for greener pastures (i.e., anywhere but home).

Lyr is halfway through her allotted time of freedom, and she feels dread at the passage of time in a way that few other elves do so. She has yet to find her father, but she has discovered that she has a half-brother... much to her chagrin, for she cannot believe she is related to such a useless individual.

Personality:
Lyr is impatient and daring, oftentimes getting into trouble and having to rely on her wits to get herself out of it. She struggles to balance her desire for personal freedom with her sense of responsibility towards her hereditary and familial duties. She is very dedicated to friends and family, despite the constant complaints about every single one of her family members (particularly her little brother, though she would never admit that openly).

Having spent a relatively sheltered life in a closed elven community, she is often surprised by the strange antics of humans (and rather openly considers them lesser to the superior elves). However, Lyrasael is incredibly hungry for fresh experiences, so even though she may turn her nose up at every new thing, she definitely relishes it on some level.

Motivations:
Having lived a relatively sheltered life, Lyr is interested in experience more than almost anything else. She knows she has a limited time before she will be caught back up in her duties to her family and home community, and is trying to achieve as much as possible in that limited time remaining. She adventures less for the rewards of it and more for the fact that it is the easiest way to experience as many things as possible in a short period of time!

Otherwise, Lyr is motivated in her hunt for her father (if only to tell him her mind for being a deadbeat who ditched her mother and had an affair with a human!)

Still working on the stats, but she is an elven druid (no archetype) who focuses on bow usage. She'll be taking the Eagle domain (the eagle being her spirit guide/totem animal).


GM Alice, have you and your friend checked out the greater ongoing campaign at large to see how it's structured? Is it specifically this tournament that appeals to you, or do you aim to ultimately join one of the adventure parties in the sandbox game?


The greater campaign at large is quite interesting to me, although this initial tournament is as well! I like the rather sandbox-y feel to it all.


Lyr's stat block (preliminary - I haven't really done much shopping yet).

Lyrasael:

Lyrasael Sylrune
Female Elf Druid 2
N Medium humanoid (elf)
Init +3; Senses low-light vision; Perception +12
--------------------
Defense
--------------------
AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 15 (2d8+2)
Fort +4, Ref +3, Will +6; +2 vs. enchantments
Immune sleep
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +2 (1d6+1)
Ranged longbow +4 (1d8/×3)
Druid Spells Prepared (CL 2nd; concentration +5):
1st—aspect of the falcon [D], cure light wounds, faerie fire, hydraulic push
0 (at will)—detect magic, guidance, light, stabilize
[D] Domain spell; Domain Eagle
--------------------
Statistics
--------------------
Str 12, Dex 16, Con 12, Int 12, Wis 16, Cha 8
Base Atk +1; CMB +2; CMD 15
Feats Point-Blank Shot, Precise Shot
Skills Climb +5, Craft (bows) +5, Knowledge (nature) +8, Perception +12, Sense Motive +5, Spellcraft +6 (+8 to determine the properties of a magic item), Stealth +5, Survival +10; Racial Modifiers +2 Perception
Languages Common, Druidic, Elven, Sylvan
SQ elven magic, weapon familiarity, hawkeye, hero points, nature bonds (druid domain [eagle] domain), wild empathy +1, woodland stride
Other Gear leather armor, arrows (40), longbow, quarterstaff, artisan's tools, 58 gp
--------------------
Special Abilities
--------------------
Elven Immunities - Sleep You are immune to magic sleep effects.
Elven Magic +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Familiar Bonus: +3 to sight-based Perception checks in bright light You gain the Alertness feat while your familiar is within arm's reach.
Hawkeye +1 (6/day) (Su) Swift, gain bonus on one perception check or ranged attack.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
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.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
Woodland Stride (Ex) Move through undergrowth at normal speed.

If Eagle isn't an acceptable domain choice, I'd be happy to switch over to something else. Perhaps an Animal Companion? I was considering a Roc (flavouring as a giant eagle rather than a 'roc' per se) or Wolverine.


OK cool. Of the four groups has any grabbed your interest more than the others?

BTW I am also ok with taking some PC's who just want to do this tournament as a one shot, that's no biggie, but most of the the participants are looking to head to the bench for the sandbox game, with tournament boons (if they survive... muuaaahhahhahha...).

Trying to get a feel for which is the case for you and dien.

------

Also, how do you feel about character death?

I like to play with people who don't just shrug when a PC dies, if you know what I mean?

It feels kind of weird if I'm more invested in a character as a DM then the player of that character is... but it happens quite a lot, because I run gritty, risky games, and I let the dice fall where they fall... no fudging, no deus ex machina, no retcons (98% of the time)... so I can tend to attract players that just have a stack of sheets ready to go.

Which is fine, but...

I have the most fun playing with people who really care about their characters (as a player or as a DM).


GM Alice wrote:

Lyr's stat block (preliminary - I haven't really done much shopping yet).

** spoiler omitted **...

Eagle domain is fine, shamans are available too did that not interest you?

Curious about this half brother, seems Lyr finds him very disappointing.

Wondering about this human woman her dad fell for too...

I'll really try to get more content up on that wiki so you can weave in/connect things to the setting if you're into that sort of thing.


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@Grimmy As far as PC death goes, well... Let me just put it this way: Although my characters have never died, I have a panic attack when one of them gets into the negatives. Oooh, yeah. That 2nd Ed homebrew with the ghouls... That got a little bit iffy. *Winces*


I won't pretend to speak for dien here, but I think I like The Wizard's Amulet the best from my (rather brief) reading. Two reasons: one, the roleplaying in that is particularly nice (kudos to you and your players!); and two, I enjoy the wilderness travel angle (as Lyr became less religious than I had originally thought when I first posted those survey answers!).

If a spot opens up in one of the "Real" games, I'd be happy to take a seat. :P

DM Grimmy wrote:
Also, how do you feel about character death?

Basically what you said right there! I grow very attached to my characters and hate to see them die. If they're gonna go out, they'd better go out doing something amazingly badass and/or heroic at least. :P

I appreciate the "let dice lie where they fall" approach though!

DM Grimmy wrote:
Eagle domain is fine, shamans are available too did that not interest you?

Hmm, I'm not a huge fan of the Shaman archetypes in general. The flavour is cool, but the level delay on attaining wild shape (even though you get it 'boosted' when you wildshape into an eagle) is a bit of a bummer.

Funnily enough, you can't technically pick the Eagle domain with the Eagle Shaman archetype :)

I don't see Lyr as... hmm, I suppose, being 'wedded' to eagles (i.e., she's not a super bird-focused character). I tried to keep my backstory and so forth brief, but I imagined that druids (at least those in her circle) would have their own totem animals/spirit guides that would manifest differently for each individual (so a wolf for one, an eagle for another, a stormcloud for another, etc). So she would feel quite connected to eagles/hawks/birds of prey for that reason, but wouldn't necessarily consider them the be-all and end-all of her druidic faith, if you get my drift. To me, a shaman archetype implies someone who is very much focused on that one type of animal, whereas Lyr is much more a "typical" druid who happens to have some eagle flavour.

DM Grimmy wrote:

Curious about this half brother, seems Lyr finds him very disappointing.

Wondering about this human woman her dad fell for too...

Half-brother would be dien's character! I'll not ruin the surprise ;) I'm sure she'll mention his mother as well.

DM Grimmy wrote:
I'll really try to get more content up on that wiki so you can weave in/connect things to the setting if you're into that sort of thing.

I am indeed into that kind of thing! I'm happy to adjust things depending on what is canon, I kind of just went with whatever came to mind in the absence of setting demanding this or that. :P


Tsiron Ragmar wrote:
@Grimmy As far as PC death goes, well... Let me just put it this way: Although my characters have never died, I have a panic attack when one of them gets into the negatives. Oooh, yeah. That 2nd Ed homebrew with the ghouls... That got a little bit iffy. *Winces*
GM Alice wrote:
DM Grimmy wrote:
Also, how do you feel about character death?

Basically what you said right there! I grow very attached to my characters and hate to see them die. If they're gonna go out, they'd better go out doing something amazingly badass and/or heroic at least. :P

I appreciate the "let dice lie where they fall" approach though!

Ok I see that as a good thing you guys, but the flipside of that is, I need to be sure you know up front this is a deadly campaign.


The adventures/modules and setting I'm using for this campaign come from Frog God Games/Necromancer Games, so if you know the reputation that things like Rappan Athuk and Slumbering Tsar have, that should give you a good idea.

Both of those books have disclaimers almost in the first paragraph telling the GM that character's will die and you need to make sure your players are ok with that before you begin.

I run it a little bit less brutal than it's written, but the table-top groups I have run it for have still had a period of adjustment during which they lost character's and even TPK'd a couple of times before something clicked for them and they started approaching things differently. It's almost like they had to un-learn the assumptions of modern adventure design before they started succeeding.

Now those were cases of starting at 6th-7th level and jumping right into the deep end. I later found that working up to that point from low level made for a better experience, like easing into a kiddie-pool, and getting a feel for the water.

So that's the way this PbP version of the campaign works. Everything I am offering here, I have already run table-top, for children and adults, so I know it isn't impossible, but it does require a lot of teamwork, coordination and cautious, thoughtful play.


So, what you're saying is that we should run the Temple of Elemental Evil and Tomb of Horrors in order to get used to the idea of TPK'ing in the first couple of rooms?


Also, I would be most interested in Valley of Shrines.


Yeah it's kind of like Temple of Elemental Evil not quite Tomb of Horrors because IMO Tomb of Horrors can be almost "rocks fall you die".

In this campaign you can end up pretty badly over your head just by making the wrong turn, but for the most part you have the agency to determine your own fate by engaging with the game world to get the information you need and by playing thoughtfully.

That's why this tournament is risky though, you are just jumping straight into this dungeon.


So, this is a "You're in a dungeon, you don't remember how you got there and now you have to fight your way out" scenario?


I'm finishing up a ranger(trapper)/fighter (archer). Hit points at second level 1d10 ⇒ 8.

I think the "rocks fall and you die" actually started with Tomb of Horrors. As I recall, there were two false entrances to the dungeon. When you reached the end of the corridor of the first one, the DM was instructed to tell the players they hear a loud rumbling and then silently count to five. If any player did not announce they were running out by the time you hit five, they were dead. No save, nothing. I don't think I need to spoiler that...


Tsiron Ragmar wrote:
So, this is a "You're in a dungeon, you don't remember how you got there and now you have to fight your way out" scenario?

Sort of, but I did come up with a story behind what you're doing there so it fits in with everything going on in the campaign, and if you join the campaign after the tournament everything will be coherent... The dungeon actually exists on the campaign map, the NPC responsible for putting you in the tournament will still exist. This is a dungeon that some players in the campaign have already heard of and may want to revisit someday.

The story of how you got there is a little flimsy though, I could use some help making it feel less contrived.


I would help. As you have already seen, me am geed riter!


Captain Moonskar here. Crunchy bits finished working on the rest today.


1. Are you comfortable in non-linear adventures that require self-determination? This is not really anything like an AP, the story isn't written yet. At some points you have to decide what interests you and what you want to pursue. This can lead to option paralysis for some players who aren't used to a sandbox. I have a few players who really engage with the environment and drive the story forward, but I need a couple more to really drive things.

yes, he will be a mercenary, and will buy a map

2. Do you have a problem with things like tracking ammunition and rations and using the encumbrance rules? I realize many people are hand-waving these things because they find them dull, but I really love the resource management/attrition/survival aspect of the game. It was close to the heart of the game the way I was playing it growing up. How much treasure can I get out of this dungeon and still be able to survive the trip back to town? That sort of thing. It's not for everyone, but it's too important to me to let go.

sure. its a pain in the @$$ but i can do it.

3. Do you have a problem with not being guaranteed any kind of WBL figures? I can't call the campaign low-magic exactly. You can find things that are way over WBL but they tend to be more flavorful items that people usually neglect in favor of the "big six". If you like to plan your build around specific items you will be frustrated. Crafting and shopping are limited compared to a standard modern pathfinder game.

mmk, i can deal with it

4. Where do you see this character being most interested in going at low-mid levels

-Wilderness Exploration
-Dungeon Crawl
-Cleansing

Dungeon Crawl> Holy Sites> Wilderness Exploration
my preferences are a matter of combat flow and how easily i can control it

and at mid-high levels

-Mega-Dungeon
-Underdark
-Excavating Ruined Ancient City

Mega-Dungeon> Ruined City> Underdark
Preferences being fueled by greed and the reputation of the areas

also how interested are you in urban intrigue throughout career?
I want to play the part of an assassin so badly

Background:
comes from a small village, got destroyed by bandits when he was 12. could only watch as the situation spiraled out of his control. joined a mercenary crew and got trained up to a competent soldier. got drunk in a bar one night
hopefully that helps the set up, the last part can be removed at op's convenience
Motivations:
is pathologically needing control over his life. will seek retribution for anyone who excessively manipulates him. of course being raised by mercenaries goes after the most paying job. unlike most mercenaries he is not easily detracted.

Personality:
doesn't talk much, except for tactical jargon, and when he does talk for pleasure it's usually over an ale or after a battle. is a very shallow person. blond hair, brown eyes, 6 foot even, lawful neutral

will make crunchy bits later today. gotta know if I'm in the running


happy, I have to double check, but I think I might have both teams full already. If not I'll give you a shout. BTW where does the monk part fit in? You see this guy having joined a monastery at some point.


GM Alice, dien, and anyone else wanting to flesh out backstories more deeply and discuss the setting, head over here.

That way we can keep this thread focused on figuring out who we have in the roster so far.


the monk part was really only for the will saves, I assumed enchantments are common knowledge. I was going on the assumption that you don't have to be in a monastery to be a monk you just have to have a very rigorous training regimen. i was lucky enough to find an archetype that focused on maneuvers, which fits in with the theme of the crunch as well


Yeah I have a weird thing about keeping mechanics associate with their flavor... I don't know if it's an old school thing or a personal thing but I get really stuck on it.

I thought I was nuts until I read an article about it on a blog called "Associated Mechanics". So I guess there are others out there like me, but not many on Paizo I grant you that!

My home group is the same way though.

RPG Superstar 2015 Top 16

Wow! I go to sleep and there are very many posts. I'll get my character submitted in a few minutes, I was letting myself sleep on some mechanical choices.


DMG wrote:

GM Alice, dien, and anyone else wanting to flesh out backstories more deeply and discuss the setting, head over here.

That way we can keep this thread focused on figuring out who we have in the roster so far.

Is this for people already accepted or anyone still working on a character?

---
As a lesser god does Freya have a 'Church' to speak of?

I'm working on a backstory and I need to know how one would become a priestess of Freya.


DM Grimmy wrote:

Yeah I have a weird thing about keeping mechanics associate with their flavor... I don't know if it's an old school thing or a personal thing but I get really stuck on it.

I thought I was nuts until I read an article about it on a blog called "Associated Mechanics". So I guess there are others out there like me, but not many on Paizo I grant you that!

My home group is the same way though.

Weird how? that part confused me a little, wondering if i need to wait and see if i can get in, if I'm in, or if i should move on


Here’s the profile for Lueck, markofbane’s submission. He is a half-elven fighter (archer) 1/ranger (trapper) 1. Mechanically, think of him more as a rogue than a fighter. I would definitely be interested in moving to the bench for the long-term game. His stats are in the profile.

Some details and questions answered:

Background Lueck grew up on the streets of Bard’s Gate, deftly avoiding the thieves guilds on one side and the city watch on the other. When he wasn’t scraping for food or coppers, one of his favorite past times was climbing a tree by the main garrison so he could watch the practice fields. He enjoyed watching the warriors suit up, and especially enjoyed when the officers took the field to practice. But it was absolute joy when adventurer visitors would spar with warriors and officers. Their prowess, their wealth and their confidence all sang to him an irresistible siren song. He slowly began gathering gear by buying, stealing and scavenging until he felt ready to stake out on his own.
Description Lueck is an unremarkable appearing young man. He keeps his shaggy hair on the long side to hide some of his elven heritage. He would blend in unnoticed in most crowds. His equipment is rather haphazard, with nothing matching and all of it being worn and mended.
Personality Lueck alternates between being jaded and filled with wide-eyed wonder. He is rather cynical of people and their intentions, having grown up on the streets with thieves and cons. The few glimpses he has had of wealth and power haunt his memories, and sometimes he gets caught up in his recollections of those fine and amazing sights.
Motivations Lueck’s motivations are simple: wealth and, secondarily, a degree of fame. At first, he’ll be content just to not have to wonder where his next meal is coming from. But as he goes along, he’ll quickly grow jaded with what he’s achieved and be looking for the next big score, the next level of recognition.

I am available to post most days, at home and work breaks. I am a little familiar with the setting, but only a little. I am in a low level Rappan Athuk PbP now (second level characters in the Mouth of Doom), but that is set in Golarion. I’ve picked up bits and pieces reading about FGG products and kickstarters, but I don’t actually own any of their stuff (yet!). I am currently a player in ten PbPs of varying pace. A couple are moving quiet well, but manyare unfortunately slow, sometimes not having any GM posts for weeks at a time. I understand real life comes first, but it can be tough picking up again after long breaks.

I would still be interested if this was CRB only. From what I’ve seen and heard of Rappan Athuk so far, they’ve done the best job of capturing that AD&D experience that I am so nostalgic for. I mean, I can’t remember the last time I made a character with a 10’ pole as important gear! To me, old school was a lot grittier than most adventures now.

Posting daily should be no problem, and even several times a day. In the Age of Worms game I am in, we can sometimes get dozens of good posts up in a day during a particularly tense encounter.

My interests would be stronger toward Wizard’s Amulet and Valley of the Shrines. I would be glad to be in Mouth of Doom, however I am currently in a RA game here. That would not be a problem for me keeping character knowledge separated and not metagaming, but I understand why some GMs would not like that.

I have no problem with non-linear games. In the Kingmaker game I’m in, my paladin is the leader and that is probably the most sandboxy AP I’ve seen. It is kind of refreshing to have no specific track to follow for a change. I also tend to be a bean counter, and track encumbrance and ammo even when the GM doesn’t require it. To me that is part of the challenge, and it is part of what gives it an old school vibe (I still like the idea of encumbrance counted in GP weight!).

I can take it or leave it when it comes to WBL. I like to know if advance if crafting will be hard, just so I can adjust a potentially crafting class character’s personality to steer away from it. But for this game I am deliberately putting forward a character that wouldn’t depend on that sort of thing. In part because of the tone of the game, but also because of the competition aspect; let the others take down time crafting!

At low to mid levels, I’d say Wilderness Exploration > Dungeon Crawl > Cleansing Defiled Holy Sites. And at mid-high levels, Excavating Ruined Ancient City > Underdark > Megadungeon, but it is really a toss up for me. A well written adventure can make any of those awesome. Urban intrigue can be good, but too much in one block seems to slow down PbP in my experience.

RPG Superstar 2015 Top 16

Briefly: Character death-- I both accept it as a reality of the setting, don't expect the GM to sugarcoat things to avoid it, and I also will genuinely mourn my character. I get attached to all my characters. I also tend to write novel-length backstories for them, which I will rein myself in on for now.

Whether I'm here for the long haul: Most likely, yes-- several of my current PBPs are either near their natural end or are probably going to die due to absent GMs, so if I can find something solid and RP-heavy to continue playing in, I'd love it.

And now, for Cairenn:

Background:
Cairenn has lived most of his life in Bard's Gate. His mother, Selene, is one of those musicians from whom the city takes its name-- a singer of some moderate renown. In her youth, she attracted the attentions of one of the city's many tourists-- an elf named Tarthiel, drawn to her beauty and musical skill. Alas, the melodramatic romance was not to last; Tarthiel became disillusioned as Selene began to age in that horribly-rapid way mortals tend to, and wandered off from his lady and son-- Cairenn was eight years old at the time.

Cairenn had adored his father, and felt his absence keenly. The boy developed a strong melancholy streak, and created numerous stories in his head that his father had gone off to distant lands to have grand adventures and to die heroically, because to a young boy, that was less painful than the thought that his father just didn't want to be there anymore. As he got older, these stories to himself expanded into a more general fascination with death, which rather worried Selene. She urged him to take up the family musical tradition, and Cairenn did so willingly enough, but his slight fixation with the funereal never disappeared entirely. He'd much rather play the procession music for a funeral march than a lively party, to his mother's concerned aggravation. He spends his free time in the cemeteries of Bard's Gate, studying the lives and deaths inscribed in the tombstones there, but he finds himself increasingly restless doing nothing but singing for coins.

Motivations:
As mentioned, he's a brooding goth kid bit unhealthily fascinated by death and all its trappings. He would like to find 'proof' of his father's death, in order to compose a stirring memorial to him (and he is quite stubbornly insistent his father is dead, despite having absolutely no proof of this), and daydreams of traveling off to the uncharted wilds/deepest dungeons and finding his father's burial place or remains or the like. And, well, he'd rather like to be famous. He's been something of a slight disappointment to his mother so far, so if he can become a famous and legendary musician, that'll show her, alright.

Personality:
Cairenn is... young. He's a bit of the disaffected teenager still despite being thirty years old-- still young, for a half-elf-- and he is a bit callow and self-centered, quite caught up in his own unhappiness and personal melodrama. On some level, he just plain likes creeping people out with his death-centered talk-- he is a natural performer, with the love for attention and the sense of theatrics that accompanies all that.

I think that the first time he really comes into contact with true death and risk, it'll be a bit of a wake-up call to him-- death isn't pretty funerals and black roses and music-in-minor-chords, but something frequently ugly and savage. He has some growing up to do.

Stat block:
Cairenn
Male Half-Elf Bard (Dirge Bard) 2
NG Medium humanoid (elf, human)
Init +2; Senses low-light vision; Perception +7
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 15 (2d8+2)
Fort +3, Ref +5, Will +4; +2 vs. enchantments, +4 vs. fear, energy drain, death effects, and necromantic effects
Immune magic sleep; Resist elven immunities, haunted eyes
--------------------
Offense
--------------------
Speed 30 ft.
Melee morningstar +2 (1d8+1)
Ranged shortbow +3 (1d6/x3)
Special Attacks bardic performance, bardic performance: countersong, bardic performance: distraction, bardic performance: fascinate, bardic performance: inspire courage
Bard (Dirge Bard) Spells Known (CL 2nd; concentration +5):
1st (3/day)—saving finale (DC 14), cause fear (DC 14), remove fear, chill touch (DC 14), cure light wounds
0 (at will)—mage hand, detect magic, mending, dancing lights, ghost sound (DC 13)
--------------------
Statistics
--------------------
Str 12, Dex 14, Con 12, Int 12, Wis 12, Cha 17
Base Atk +1; CMB +2; CMD 14
Feats Expanded Arcana, Great Fortitude, Skill Focus (Knowledge (religion))
Skills Acrobatics +0, Climb -1, Diplomacy +7, Escape Artist +0, Fly +0, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Knowledge (engineering) +2, Knowledge (geography) +2, Knowledge (history) +6, Knowledge (local) +6, Knowledge (nature) +2, Knowledge (nobility) +6, Knowledge (planes) +6, Knowledge (religion) +9 (+10 to identify undead creatures and their abilities), Linguistics +5, Perception +7, Perform (act) +7, Perform (sing) +7, Ride +0, Spellcraft +5, Stealth +0, Swim -1, Use Magic Device +7; Racial Modifiers +2 Perception
Languages Celestial, Common, Elven, Necril (In PF, this is the language of the dead-- I'm mostly taking it for flavor/silliness. If there's a different language equivalent in the setting, I'd be down with that-- if not I'll take something practical like, IDK, Orc.
SQ arcane training, bardic knowledge, elf blood, secrets of the grave
Combat Gear Oil; Other Gear Chain shirt, Arrows (20), Morningstar, Shortbow, Backpack, Blanket, Earplugs, Flint and steel, Magnet, Mess kit, Powder, String or twine, 6 GP, 6 SP, 5 CP
--------------------
Special Abilities
--------------------
Arcane Training +1 CL for spell trigger/completion items for favored class, or use them as if 1st level.
Bardic Knowledge +1 (Ex) Add +1 to all knowledge skill checks.
Bardic Performance (standard action) (11 rounds/day) Your performances can create magical effects.
Bardic Performance: Countersong (Su) Counter magical effects that depend on sound.
Bardic Performance: Distraction (Su) Counter magical effects that depend on sight.
Bardic Performance: Fascinate (1 targets) (DC 14) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Earplugs +2 save vs. hearing effects, -5 hearing-based Perception.
Elf Blood You are counted as both elven and human for any effect relating to race.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to magic sleep effects.
Haunted Eyes (Ex) +4 to saves vs fear, energy drain, death and necromancy effects.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Secrets of the Grave (+1) (Ex) Undead lose immunity to mind affecting, bonus to Knowledge (religion) vs undead.

Oh, question-- how are you doing HP? Sorry if you stated it and I missed it. I saw one person roll-- I personally prefer to take max at first level, and half-rounded up if given that as a chance, but if we're rolling for HP, lemme know.


Checking in. I am okay with a character dying, but the character is permanently dead to me once they die, so it makes for a much less interesting and more depressing story.

That said, I have a bright future in mind for Grokar, so I'll do my best to make sure he'll survive to mid or high levels.

Shadow Lodge

Ah looks like I may have waited too long to show interest. I'll be following recruiting to see if you end up needing more.


Hey guys. I'm on mobile. I'll take a closer look at where we are at for roster when I get back to CPU.

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